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OFFICIAL DUNGEONS & DRAGONS® ADVENTURES

92 DUNGEON • THE SPIRAL OF MANZESSINE • BLOODLINES • THE LAST HUNT •• OMEGA WORLD SEPTEMBER/OCTOBER 2002
®
September/October 2002
Vol. XVI, No. 4 Issue #94

EDITORIAL 6

LETTERS 8
WORMS IN THE
BLOODLINES 16 EXCHEQUERY 58
Luke Johnson Frank Brunner
The long-forgotten monastery to the lord of winds A mysterious order of thieves have stolen the Infanta’s
hides a secret of immense evil. A D&D adventure for jewels, but all those who have faced them have per-
four 7th-level PCs but adaptable for levels 4–10. ished. A D&D adventure for four 15th-level PCs but
scalable for levels 11–19.

THE LAST HUNT 40


James Wilber CRITICAL THREAT:
Lord Algen rides again, but can he survive his final LARNYTH 66
quest without aid? A D&D adventure for four 4th-level Christopher Perkins
PCs but adaptable for levels 2–8. Size no longer matters when you walk tall and ride a
giant stone beetle. A D&D Critical Threat.

THE EXCAVATION 50
Michael T. Kuciak SPIRAL OF MANZESSINE 68
The fall of a blackguard’s tower left a little something David Noonan
behind for the unwary to discover. A D&D Side Trek for Few can imagine a prison more terrifying than one run
four 3rd-level PCs but adaptable for levels 1–7. by illithids. Welcome to Manzessine. A D&D adventure
for four 11th-level PCs but adaptable for levels 9–15.

CRITICAL THREAT:
NAKHTI 56 MAPS OF MYSTERY 92
Bruce R. Cordell
Is it possible to be more devoted to Nerull than if you’re
already dead?. A D&D Critical Threat. Nakhti supports “He was ill a long time. But it was not the horrors of prison
the new novel Oath of Nerull, by T.H. Lane. life, not the hard labour, the bad food, the shaven head, or the
patched clothes that crushed him. What did he care for all
those trials and hardships . . . it was not his shaven head and
his fetters he was ashamed of: his pride had been stung to the
quick. It was wounded pride that made him ill.”
—Fyodor Dostoevsky
Crime and Punishment
COVER
Deep within the Underdark of Faerûn lies Manzessine Prison, home to some of the creatures even mind flayers find abhorrent
enough to put away. What atrocity is horrid enough to warrant one mind flayer imprisoning another? Ask Absterthelid, illus-
trated menacingly by Wayne Reynolds, an escaped prisoner hoping to find freedom in “Spiral of Manzessine.”
HATED, ONCE MORE!
Once upon a time, there was an editor. Some readers hated him because he ran neg-
ative reviews of their favorite games and others hated him because he was too easy Group Publisher Johnny Wilson
on games they didn’t like. Some game publishers hated him because they thought Editor Chris Thomasson
Art Director Kyle S. Hunter
the reviews he printed were unfair. At one time or another, nearly every publisher
in the computer game business thought the editor, who became an editor-in-chief, Contributing Editors Erik Mona
was out to get them. Ironically, there were times that some readers thought the Matthew Sernett
Stacie A. Fiorito
editor was in league with the very publishers that thought he was out to get them. Christopher Perkins
Instead of being depressed about being hated, the editor felt vindicated. He
believed that if he was getting shot at by both sides, he must be fairly objective in Production Director John Dunn
EDITORIAL

Production Designer Theresa Cummins


the way he was handling the editorial content. Circulation Director Pierce Watters
Today, that former editor-in-chief of Computer Gaming World is expecting to Advertising Sales Director Johnny Wilson
be hated once again. Now a publisher—indeed, the president of a new publishing Ad Traffic Manager Dawnelle Miesner
Cover Artist Wayne Reynolds
company—I am announcing that I have to raise the price of DUNGEON Magazine
from $5.99 to $7.99. I really hate to do this because I hate to prove that certain Contributing Authors
digital nabobs of negativism were correct when they predicted that adding POLY- Frank Brunner Bruce R. Cordell
Luke Johnson Michael T. Kuciak
HEDRON to DUNGEON would lead to a price increase. I know I’ll be hated, even
David Noonan Christopher Perkins
when I tell you that any new or old subscribers that place their orders before the James Wilber
end of the GEN CON Game Fair will be price-protected: The subscription price will
Contributing Artists
not go up until after GEN CON and subscriptions will be honored at the old rates Beet Jason A. Engle
until GEN CON is over. Kyle Hunter Kennon James
I know that I’ll be hanged in effigy online for this, but I have to do it in order Wayne Reynolds Ron Spencer
Jonathan Wayshak Christopher West
to insure that I can continue to publish DUNGEON/POLYHEDRON at the present level Richard Whitters Aaron Williams
of quality. I didn’t raise the price without doing a little comparison shopping. The Craig Zipse
following list is a random sampling of roleplaying products I picked up around DUNGEON (ISSN# 1526-6391) is published bi-monthly by
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LETTERS
Tell us what you think of this issue’s adventures. Write to:
Letters, DUNGEON Magazine, 1801 Lind Avenue S.W.,
Renton, WA 98055 or send an email to dungeon@wizards.com.
LETTERS

ON TOKENS never will. I prefer variety in my collection. The last


As with most letters you must receive, mine starts time I went to the hobby store for orcs, I came home
with gushing praise. I absolutely love your magazine with a wraith, a bugbear champion, and a drow priest-
and devour ever issue feverishly. The old format was ess complete with two giant spider pets. My money
fine, but I do prefer the new one now that I know it spent, I never did get more orcs.
delivers more words per page. It’s all about content, Lastly, I am all in favor of specialty tokens, such as
baby! On the topic of content, I have never been dis- light sources, mounts, tables, chairs, treasure chests,
appointed in an issue. While not all adventures are to and so on. Hats off to Mr. Adkison (DUNGEON #90) for
my taste, and few fit into my campaign, they are his worthwhile suggestion. Preferably, this would be
always a delight to read, and each issue gives me some- on that bonus page I mentioned earlier (hint, hint).
thing new I can spring on my players. One final comment: I know you’ve gotten some
The reason for my writing is that I’d like to add my flak over the tabloid-style tag-lines. For what it’s
voice to the “great token debate.” First, I’m a big fan of worth, I think they are hilarious!
the tokens. Please keep them coming. In fact, I would My thanks go out to your staff and writers for
love to get two pages of tokens, even if only occasionally. I preparing such a fine publication. Keep up the great
wouldn’t mind paying slightly more per issue for this work! If anyone’s looking for me, I will be staked out
feature. in front of my mailbox, waiting for D UNGEON #93.
Some have written in with suggestions for creating Tim Forner
tokens on the computer or using color copiers. This is Vancouver, BC
great advice, but it only works for those of us who can Canada
spare the time. My life is different than it was when I
first started playing RPG’s (DUNGEONS & DRAGONS We’re looking into variants on the monster tokens all the
Basic Set—I still have the box). Time is at a premium, time, as evidenced by issue #92’s SPELLJAMMER ships. Two
now. I appreciate having tokens hand delivered to my monster tokens might be out of our budget range, though.
mailbox. I also like them in full color, glossy, on qual- Finally, we’re always interested in doing other premiums. If
ity card stock. I’m certain that Wizards of the Coast there’s something you’d like to see other than monster chits,
can produce them cheaper that I can do it myself. drop us a line and let us know!
Besides, I’d rather be designing or DMing my cam-
paign!
Please do not label the monster names anywhere on LET ME SUM UP
the front or back of the tokens themselves. I would The arrival of DUNGEON #93 to my home is timely. The
prefer my players not be given the names of the crea- first adventure in the magazine, “Vanity,” is surpris-
tures they encounter. Figuring that information out ingly well-suited for my playing group. We have a cur-
for themselves is part of the fun, especially for the rent GREYHAWK campaign (modified from the “official”
novices (and I have a couple in my gaming group). material), where the player characters are situated in
Granted, experienced players probably recognize the Geoff and dealing with numerous humanoids. They
pictures straight away, but labels still detract from the are also 5th-level. I plan on fitting this adventure into
realism. In my game world, monsters do not appear the campaign as soon as possible, with some modifica-
with name tags. tions, of course. Well done, DUNGEON crew and Mr.
I also like duplicate tokens, where the monster type Schell.
justifies them. This is one area where tokens are supe- The artwork by Ron Spencer is excellent. I particu-
rior to miniatures. I don’t have enough orc minia- larly like his chimera rendition. The only complaint I
tures to create a respectable horde, and probably have is that I wish the pictures were larger and showed

8
more of the creatures! The cartography by Craig Zipse monster have more magic wealth than a 20th-level
is quite nice. His style in fascinating. The Proud Prow character? No, especially when the monsters are
Mountain map is the type I favor for wilderness maps. meant to be no more than attrition encounters in the
The elevated look is cool, not to mention helpful to me adventure. So, if nothing else, the magic items each
as a DM. sentry has are too powerful by a factor of two or three
The “Statue Gallery” is not to my tastes, but there is pluses.
something very useful in the adventure. This goes to Now where could all of this magic have reasonably
show how part of an adventure, no matter how “small,” come from? I notice that none of the spellcasters in
can be utilized. The concept of the petrified statues, the keep have item creation feats, so they’re not home-
before and after, is intriguing to say the least. It is grown. Could the cloud giants be paying someone else

LETTERS
something I will consider for future adventures in my to produce this equipment? It doesn’t appear so, as
campaign. each sentry’s equipment is worth more than all of the
“Swamp Stomp” is a cunningly sneaky adventure. I non-magical treasure to be found in the adventure.
like it! The NPC motivations are solid and require some Actually, this is another reason why the cloud giants
dwelling on. Mr. Ward has an interactive adventure couldn’t produce the equipment themselves, as
here, one that I would like to fit into the campaign at a making magic items isn’t free. The giants simply can’t
later point. The picture on page 57 is striking! afford the magic items in the adventure. This could be
The “Critical Threat” this issue is not all that useful solved by dramatically increasing the amount of treas-
to me, but I am so impressed with the picture and map ure in the adventure, or much more easily by again
of the threat that I am determined to find some way of dropping more pluses from the sentries’ equipment.
working it into the campaign. I am. No, really. The idea Or could it be that the keep has been around forever
of the other creatures and why they are there is one and all of this stuff is their adventuring loot? No. In
worth exploiting. that case it wouldn’t all be identical, and there would
I am not saying much about the content of “The be tons of other treasure around, including many non-
Storm Lord’s Keep,” because it is such a high-level giant-sized weapons.
adventure, an area where I have little current experi- Even if the giants did have the resources and the
ence in this version of D&D. The artwork and cartog- item creation feats to manufacture all of their equip-
raphy are good, as always. The plot seems a bit off, but ment, do you think there is a spellcaster out there who
that’s probably me rather than an indication of the would devote a solid eight months of his valuable
quality of the adventure. My first impression is that I time, and almost 10,000 experience points, to cranking
think this adventure would have been better of with out the equipment necessary for each cloud giant
changing the alignments of the primary “villains.” The sentry? No way; never. From this angle, all of their
roleplaying possibilities are numerous, and the possi- magic should be dropped, and they should just be
ble encounters in the adventure can still be viable. given adamantine weapons and armor (and an extraor-
Another fine issue. Thanks to everyone involved. dinary smith)—they are just sentries, after all, and
Darkkewulf what spellcaster is going to give up his power to outfit
Via Email them? I think this is the best answer to the problem.
I understand that it would take space to detail dif-
ferent magic items for each high-level encounter, but I
RICH FOR MY BLOOD think that’s the price to pay to be true to the game.
First, I want to say that I think you’ve done incredible Imagine conquering a CR 22 monster and sorting
things with DUNGEON over the last ten issues. Both the through its trove, to be told, “OK, you find three staffs
quality and the value of the magazine are outstanding. of power.” Can you see the jaws dropping? The allure of
However, there is a trend that I need to object to: magic items is one of the strongest draws of the game,
handing out powerful magic items as standard-issue and by handing out powerful magic like cans of soda,
equipment to rank-and-file monsters. The 3rd Edition you’re destroying this allure. You can’t equip a group of
magic item creation rules don’t support it, and it’s not CR 19 monsters the same way you would equip a
in keeping with the spirit of the game. group of orcs, not if you want “epic” to mean anything.
The twelve sentry cloud giants in “The Storm Lord’s Aaron Salancy
Keep” are each identically equipped with 240,000 gp Via Email
worth of magic items. Feel free to check my numbers,
but that’s about the same total value as the magic pos- 240,000 gp is pretty accurate; that exceeds the DUNGEON
sessed by each of the generic 20th-level characters in MASTER’s Guide guidelines for an average 19th-level NPC
the DUNGEON MASTER’s Guide. Should a single CR 19 by about 70,000 gp. You just need to remember that the guide-

9
lines for NPC gear are for NPCs of average wealth. The sen- I have been a player of [Game Setting] since its creation
tries and guards of the Storm Lord serve a much more power- and was disappointed with how it was presented. You
ful character—a powerful king of the storm giants—and have seemed somehow incapable of fitting hundreds of
therefore have access to wealth capable of garbing them in pages of material into forty. Your “new” [Game Setting] is
above average gear. As for who would make the equipment, I basic, derivative, full of faddish “new ideas,” and ignores so
suppose you could ask the same question of the equipment car- much of the history and flavor that made [Game Setting]
ried by any NPC, especially at high levels. Heck, the villains such a hit in the years before it was canceled.
should be asking the same question of the PCs! If we provided Rules have been needlessly changed to fit the so-called
the background information behind how every NPC came by “new” “simplified” “Third Edition,” and the setting itself
every piece of his gear, we wouldn’t have room to print the has changed so much that [Game Setting]
LETTERS

actual adventures. Finally, realize that nearly all the sentries’ veterans like myself can barely recognize it as being based
equipment in the adventure is, at best, equal to that which on an old game. How will new players cope?
should be carried by 21st-level characters, making it useful I’ve had to personally convert all my old [Game Setting]
only for the cash it could bring the PCs. But finding a buyer . products to our group’s “Third Edition” (with all the nec-
. . that sounds like another adventure altogether. essary fixes—which I’m not making “open game content”
so you can steal my ideas, you weasels), and have had to
introduce a fourth mirror dimension just to take account
ADAPTABLE of the official, broken rules from POLYHEDRON.
I have been playing D&D for twelve years now, and I have You should have more responsibility than to enter
usually used the FORGOTTEN REALMS setting. I have used the something this atrocious into [Game Setting] canon, as if
adventures in DUNGEON Magazine and easily inserted them we could just ignore it if we didn’t like it. This feeble copy
into my campaign; even the “Anvil of Time” (issue #86) was of the original, obviously published in a vain attempt to
not that difficult. fulfill Wo$C’s clear moral obligation to bring back [Game
I really appreciated the SPELLJAMMER material (issue #92) as Setting], is not even worth the five bucks I paid for it. At
it gave me a perfect place to move my high-level group in that price you’d think you’d at least include some adven-
preparationforthemtogoontoepiclevels.FreeingMoradin’s tures, industry news, and comics. But that’s what you get
Forge will be an epic adventure indeed. from people who run a games company like a business,
Usually, the adventures in DUNGEON give my players without the deep love we true gamers have for the art.
and myself hours of fun, with only minor tweaks here In conclusion, until Wizard$ re-introduces [Game Set-
and there. I was disappointed with Mr. Wyatt’s “The ting], THAC0, and publish that cross-over with Tunnels
Storm Lord’s Keep” (issue #93). The reason is that even and Trolls (1st edition, mind) we’ve all been waiting for, I
the low-level group I DM could have its cleric cast dis- shall be forced to boycott your company and start pester-
cern lies or zone of truth, so Elina would probably take a ing Steve Jackson to bring back The Fantasy Trip.
spanking from the group’s female monk after the In disgust,
cleric told the group, “She is not telling us all.” Other Greg Gerrand
than that, it is a great adventure. Via Email
Keep up the good work! I really enjoy the time spent
using your adventures, as well as the “Critical Threats.” Thanks for writing, [consumer]! Your letter is simply one of
Don Sullivan many well-considered missives we’ve received since publishing
Avon Park, FL [Game Setting] (POLYHEDRON [month, issue number]).
While we intend all of our Mini-Games to appeal to the
It might be true that a group of adventurers figure out that widest varieties of gamer, we find that the best way to bilk people
Elina the bard is hiding some material from them, as the out of their money is to return to old, outdated, unpopular games
adventure points out. That’s unlikely to make the adventure or campaign settings (see Omega World,
less fun, though. It’s also been our experience that groups POLYHEDRON p. 12). The best part is that we don’t even have to
don’t tend to assume “helpful” NPCs always have ulterior pay attention to continuity, which we think is for nerds. So,
motives, preferring to give them the benefit of the doubt. [consumer], thanks again for the feedback! Hopefully, this letter
will ignite an Internet controversy and sell a bunch of copies of
this issue.
BLANKET POLYHEDRON In Mammon’s name,
COMPLAINT LETTER Erik Mona, POLYHEDRON Editor
I would like to make a few comments on the recent
conversion of [Game Setting] to the so-called “Third Edi-
tion” D&D.

10
BLOODLINES

16
BLOODLINES
BY LUKE JOHNSON
ARTWORK BY JASON A. ENGLE • CARTOGRAPHY BY ROBERT LEE

BLOODLINES
w Magic Items d Monsters k NPCs s Objects c Settlements a Traps

“Bloodlines” is a D&D adventure designed for four monks and fell into obscurity and disrepair. It has
PCs of 7th level. The characters can be of any race or been standing vacant ever since.
class, but a cleric with the ability to channel positive Thinking to convert the building into a summer
energy will be quite helpful. Although designed for retreat for himself, Noliss bought his ancestral keep
7th-level characters, it is a simple matter to adapt the back from the church and hired a team of dwarven
module to challenge characters of higher or lower stonemasons to renovate it and conduct the needed
levels. See the “Scaling the Adventure” sidebar for repairs. He then went back to practicing sorcery and
some ideas about how to do this. “Bloodlines” can be scheming against the other noble houses of the king-
easily integrated into any campaign. dom; the dwarves went to work.
Several weeks into the project, a messenger arrived
at the count’s manor with startling news. One of the
ADVENTURE dwarven craftsmen had discovered a hollow wall
BACKGROUND within the basement of the ruin, a fact not noted in the
Count Noliss von Denn is a greedy, scheming, oily, monastery records. Whatever was beyond the wall
power-hungry aristocrat. He is the lord of a relatively probably dated from when the structure was in von
minor noble house in whatever kingdom you decide Denn hands originally! The head mason ordered his
to stage this adventure, and for years has been using men to knock down the wall, revealing a hallway
underhanded techniques, shady dealings, betrayals, stretching off into the darkness—apparently more of
and blackmail to increase the power and resources of the keep’s basement—covered with dust and radiating
his house. He has been steadily climbing the ranks of a sense of extreme age. The walls were covered with
power and has gained a reputation for infamy and dis- paintings of a yellow star on a black eagle wing—the
honesty. In addition, he has been secretly studying symbol of the Royal House of Jorat (the house of the
arcane magic, planning to use these arts to further current king of the realm).
increase his pull. Count Noliss knew at once what this meant. If this
Recently, Count Noliss discovered the existence of a area of the keep did indeed date back to the original
ruin in an old-growth forest not far from his home in von Denn inhabitants, then depictions of the royal
the fair-sized city of Etrial. Further investigation family’s sigil could indicate a relationship between
turned up a few moldy records pertaining to this Houses von Denn and Jorat. Noliss has been striving
ancient keep. Apparently, it was built a couple hun- to improve his house’s standing for many years, but if
dred years ago by ancestors of Count Noliss, and then it were discovered that House Jorat and House von
sold fifty years later to the church of Obad-Hai. The Denn were related, he realized he could aim much,
church granted this acquisition to a peaceful order of much higher. Images of a crown began to glimmer at
monks devoted to the worship of Immshin, the the edges of his thoughts. He excitedly ordered his
Master of Winds (see the “Immshin, Master of Winds” carriage made ready and set out himself to oversee the
sidebar). The monks converted the keep into a continuation of the excavations, and to offer a large
monastery and lived there for about a hundred years; reward to anyone who came up with proof that the
fifty years ago, the structure was abandoned by the two houses were indeed related.

17
But when Noliss and his entourage arrived, there way, they encounter tormented souls, corrupted by
remained no trace of the masons. The dwarves had the malign influence that was accidentally unleashed
completely disappeared, leaving only a few hammers in the ancient halls all those years in the past.
and chisels lying rusted on the ground—and the wind
howled strangely over the ancient walls of the keep. THE TRUTH
Unwilling to risk his own skin, Count Noliss What actually happened at the keep? About 150 years
ordered one of his guards to enter the keep and see ago, Severi von Dorenn, an ancestor of the current
what fate had befallen the masons. The man didn’t Count Noliss von Denn, was a respected and influen-
return for a long time, and the count and his party tial advisor to the king. He was also the royal court
BLOODLINES

waited out the night for him. But come morning, wizard and a member of the powerful von Dorenn
there was still no sign of the guard. Angry and fright- family to boot. The von Dorenns were cousins of the
ened, Noliss briefly considered putting his magical royal family and thus were well favored by the king.
powers to the test by delving into the ruin himself, They enjoyed a reputation across the land as being
but he finally proved too much of a coward. Frus- just, fair, and noble. Severi von Dorenn was thought to
trated at this setback and at his own failings, fright- embody these concepts as much the rest of his aristo-
ened of the unseen menace that had apparently dis- cratic family.
patched both his guard and the dwarven craftsmen, But Severi was filled with a burning avarice. He
the count ordered his men to turn around and head yearned to take the throne for himself, and finally he
back to the city. decided that the only way to accomplish this end was
On the way back, however, it became apparent that to enlist the help of extraplanar forces. He began con-
something from the keep was following them. tacting the lower planes. The secrets he learned fueled
Glimpsed vaguely through the trees, loping through his drive for power even further, and he consulted
the underbrush, it had such a smell of death about it fiends, archdevils, and all manner of foul creatures
that the horses shied and reared. One man was thrown before finally forming a plan that would place him on
from his saddle, and those who happened to glance the throne.
back saw a dark shape from the trees leap upon the If Severi was nothing else, he was patient. So it was
fallen rider, ripping into his throat with flashing teeth. that he bided his time for many years until finally the
Men and horses shrieked in terror and the entourage queen began to grow great with child—the king’s first
broke into full flight, the nobleman’s carriage bounc- progeny. Severi then began to implement his scheme.
ing along the rough trail with painful bumps and jars. Using foul magics to touch the unborn babe, Severi
Finally, they managed to burst from the trees to brushed at its immature mind ever so softly, subtly
behold a small band of travelers before them—the twisting the infant to his own ends. When it was old
PCs . . . just the type of patsies the count needs. enough, this prince would be unswervingly loyal to
Severi, and then it would be but a short time before
the wizard himself wore the crown. The enchantments
ADVENTURE SYNOPSIS took hold, and all seemed to be going according to
Count Noliss needs someone to delve into the ruins of plan. But when the child was born, something was
his keep and discover if House Jorat and House von wrong: It had tiny horns and flashing red eyes.
Denn are in fact related in some way. The PCs likely The king and queen were devastated that their son
show suitable bravery and combat prowess in defeat- was so malformed, believing it to be a natural defect or
ing the creature (a ghast) that was dogging the count’s a curse from the gods. The common folk would never
entourage, prompting Noliss to enlist the characters be able to ignore such a child. If it were known that a
in his quest. Years of strained relations with other horned, fiendish-looking son was born to the king and
noble houses has taught the count not to trust anyone, queen, the peasants would certainly succumb to fear
however, and the PCs are even more suspect than and rage, and perhaps turn against their monarch.
most. Noliss keeps tabs on the party with his magic, Sadly, the king ordered that his new babe be secreted
and thus observes their trials and tribulations down in away for all time, never to show his face again. Severi
the keep. What he discovers in this way moves him to volunteered to look after him.
make the party’s return less than hospitable. For many years, Severi and a household of unassum-
Meanwhile, the PCs descend into the abandoned ing servants took care of the prince, living in an under-
monastery and discover the evils that dwell below. ground level of an old von Dorenn keep. Severi kept a
They discover clues and snatches of tantalizing infor- close hold over the child, infusing him with even
mation that hint at the true doom that befell those more dark energy, hoping to gain a powerful cham-
who dwelled in the keep over 150 years ago. Along the pion out of his soon-to-be servant.

18
But finally the wizard erred and went too far. The vanished into obscurity. But the fact remains that the
already unstable prince became truly mad when he von Dorenns, cousins to kings, are ancestors of Count
reached young adulthood. One night he slunk from Noliss von Denn.
his bed, knife in hand, and brutally murdered the holy The monks who came afterward used the keep for
man of the keep, a young priest named Septimus. But almost one hundred years as a monastery before they
this was only a precursor to the true atrocity. Several discovered the hollow wall within the basement. They
days later, brimming with insanity and incomprehen- knocked down this wall and began to use the area
sible evil, the prince slew every man and woman beyond just as they would any other part of the
within the keep in a bloody scene of debauched butch- monastery, even creating a small shrine to Immshin

BLOODLINES
ery. Not even Severi was spared this fate, and afterward down in the depths. But the monks who were rooming
even the prince himself was consumed by the vile below began to disappear, and other monks as well,
contamination infesting his being. Before his end, leaving nothing much behind except for occasional
however, he followed instructions whispered by bloodstains. In terror, the remaining monks re-walled
voices from beyond the plane and scrawled a rune the area, believing (correctly) that they had despoiled
onto the floor of his cell—a rune that would ensure some evil or sacred place. But it didn’t help. Monks
that the taint of evil would remain forever in the echo- continued to vanish until the final few fled in terror,
ing, underground corridors of the keep. leaving the building a vacant haunt.
When the head of House von Dorenn discovered
the bloody bodies below his keep, he grew almost mad
with shame. Safeguarding the prince was the duty of FOR THE PLAYERS
his house, and he had failed mightily. In an effort to The central plot of this adventure revolves around
avoid embarrassment, he severed all ties with the Count Noliss’s attempt to link his house with the
throne, exchanged his title of Baron for the lesser royal House of Jorat, and from there launch his ambi-
Count, walled off the section of the basement where tious plan to land himself on the throne. An under-
these evils had taken place, sold the keep to the standing of the intricacies of the political system isn’t
Church of Obad-Hai, and finally, changed his family necessary; the players just need to understand that if
name to von Denn. All those with any knowledge of they manage to find something that could connect
the travesty that took place in his cellars were sworn to von Denn’s house to House Jorat, Count Noliss will
secrecy, and the story of the prince and his keeper be very happy.

pqqqqrs

SCALING THE ADVENTURE


• The sword Sunrazor is not flaming.
Though designed for a party of four 7th-level characters, • Give the undead abbot in area 12 one or two fewer cler-
“Bloodlines” can be easily adapted to provide a challenge ic levels. Keep his level on par with the average party level.
for larger groups or for PCs of higher or lower level, simply • Adjust Count Noliss’s level to be two levels higher than
by changing the strength and number of the foes. Use the the average party level (drop his wizard levels, not his aris-
following simple guidelines for ideas on how to accomplish tocrat levels).
this. Remember that changing the number and strength of 8th- to 10th-level: Run the adventure as written, but with
the foes alters the experience points available and also the following additional changes.
changes the treasure-to-experience ratio. • Add one ghast to area 3, two mummies to area 5, one
4th- to 6th-level: Run the adventure as written, but with shadow mastiff to area 8, and one shadow to area 10a.
the following additional changes. • Use the rules for monster advancement (Monster
• Remove one ghast from area 3, one mummy from area Manual pp. 12-14) to add 1, 2, or 3 Hit Dice (depending on
5, one shadow mastiff from area 8, and one shadow from the party’s average level) to the fiendish mohrg in area 15.
area 10a. • Replace the osyluth and kyton in area 14 with a barbazu
• Make the fiendish mohrg in area 15 a fiendish wight and a hamatula (devils). The sword Sunrazor becomes a +2
instead, but use the rules for monster advancement longsword bane vs. evil outsiders. It retains its searing light
(Monster Manual pp. 12–14) to adjust its Hit Dice total to ability.
be one or two higher than the average PC’s level. • Make the undead abbot in area 12 a cleric one level
• Replace the osyluth and kyton in area 14 with a fiendish higher than the average party level.
5th-level and a fiendish 4th-level human fighter (see • Adjust Count Noliss’s level to be two levels higher than
Monster Manual pp. 211–212). Assume that these were the average party level (increase his wizard levels, not his
deceased knights given unholy life by the power of the rune. aristocrat levels).
pqqqqrs

19
There are two avenues to get the PCs involved in This is Count Noliss von Denn, currently afraid for
this adventure. The first is that the PCs run into the his life. His regal demeanor is somewhat diminished
count’s retreating entourage (as described above in the by his wide eyes and obvious fear. PCs who wish to
“Adventure Synopsis” section) and kill the creature identify the charging boar symbol can do so on a suc-
that was pursuing them (a ghast), impressing the cessful bardic knowledge or Knowledge (nobility and
count with their martial prowess and bravery. Another royalty) check (DC 10). If a PC succeeds at one of these
possibility is that one of the characters is actually checks, tell him that the charging black boar is the
related to House von Denn (through a second cousin’s sigil of House von Denn, a somewhat minor noble
marriage, or something equally remote), and the count house of the kingdom. Of course, the characters can
BLOODLINES

recognizes the PC and demands that he aid him as part also simply ask.
of his familial duty. If this second method is used, the
following encounter must be adjusted accordingly. “Well met, good sirs,” pants the nobleman. “I am
Count Noliss von Denn, liege lord of these lands,
THE ATTACK (EL 3) and I am pleased to make your acquaintance.” He
It is assumed that the characters are en route some- glances nervously back at the trees. “Ah, if you
where when this adventure begins, although they would be so good as to—” The count stops short
should be relatively free of other obligations and ready with a strangled cry, as a strange, humanlike crea-
to embark upon a new quest. The following assumes ture tears from the trees, making a beeline for the
that the PCs are traveling west along an old dirt road. group. The monster resembles a man comprised of
nothing but skin, bones, and a few shreds of
The track you’ve been following doesn’t look like it muscle, running low to the ground, sharp teeth
gets much use these days. It has been hours since flashing between parted lips. The count gulps and
any other travelers have passed by, and the sun is dives back into the relative safety of his carriage.
beginning its downward curve toward evening. A His men glance at the rapidly closing creature with
tangled, forbidding forest stretches away on the nervous eyes, then at you, then back at the creature.
right, full of shadows and undergrowth, but it hasn’t
done anything interesting since you came upon it 3 Obviously the PCs are expected to help out here.
hours ago. The creature is a ghast and should pose minimal threat
Suddenly the monotony of the landscape is shat- to a party of 7th-level characters. If the players are dis-
tered by shouts and cries from the trees, the sounds inclined to offer aid, the count’s four men (male
of galloping mounts and snapping twigs. Several sur- human War1) attack the creature, all the while shout-
coated riders burst from a small game trail, followed ing for assistance. This short combat should be played
closely by a bouncing carriage pulled by two wild- out completely.
eyed horses. One rider sees you, raises a hand and Creature: This ghast used to be a monk of
shouts a wordless greeting before men, horses, car- Immshin, back when the keep was a monastery. Scraps
riage, and all come charging in your direction, the of vestments can still be seen entwined about its ema-
carriage careening crazily over the uneven ground. ciated limbs.
They all pull to a stop next to you, breathing hard. d Ghast: hp 30; Monster Manual 97 (ghoul).
The riders seem too winded to talk aside from a Count Noliss watches the battle from the window of
few panted hellos, although they look happy to see his carriage and realizes that he could probably have
you. Sweat shines on their faces. Their surcoats destroyed the creature with relative ease. However,
and the side of the carriage are emblazoned with a the PCs look like just the sort of brave, foolish adven-
symbol showing a charging black boar, and after a turers he needs. After the ghast is defeated, he again
few moments the carriage door swings open and a steps from his carriage and speaks to the characters.
somewhat disheveled-looking nobleman emerges. Read or paraphrase the following at this time:
He is of average height with a bit of a paunch, and
he is dressed in a red velvet robe with gold trim The count steps up and clears his throat to get your
and a wide, cloth- of-gold belt encircling his attention. “Impressive, most impressive. It’s been
middle. He looks to be about forty, with slicked- too long since I’ve seen combat raised to that level.”
back, salt-and-pepper hair, watery blue eyes, and He smoothes his hands over his robes. “Perhaps we
fingers bearing the weight of several rich rings. A should continue where we left off. As I said, I am
medallion hangs around his neck, featuring the Count Noliss von Denn. And you are . . . ?”
same charging boar symbol that appears on his car-
riage and his men’s livery.

20
After the PCs give him their names, continue with
the following.

“The pleasure is mine. Listen, it just so happens that


I have a little issue with which I need help, and after
witnessing this,” he glances at the dead ghast, “I’m
convinced that you are the ones I need. You see, I
recently purchased an old keep that belonged to my
family a long time ago, although it is now com-

BLOODLINES
pletely abandoned. I have reason to believe that
there is proof down in the basement of this keep
that will serve to connect my House, House von
Denn, with the Royal House of the king: House
Jorat.” He gives you a meaningful look. “The prob-
lem is, well, that.” He looks again at the remnants of
the creature. “I need a few courageous souls, such as
yourselves, to venture into the basement of my
empty keep and find something, anything, that
speaks of a family tie between the von Denns and
the Jorats. Are you interested, good sirs?”

If the PCs are interested in the count’s offer, he will- you anything you find in the keep that does not per-
ingly discusses details with them. He recounts what tain to a relationship between Houses von Denn
he knows of the keep’s history (from keep to and Jorat. There’s bound to be fine treasure and
monastery to ruin, but none of the details surrounding magic down there; my family has always been
the fiendish prince, since he is aware of none of this wealthy. These items are, or course, rightfully mine,
information), and tells them of the messenger that but I give them to you.” He sighs. “Such a sacrifice.
came and told him of the paintings on the walls. He But worth it, I’m certain.”
speaks of the disappearance of the dwarven masons
and the guard he sent to investigate (all of which can Secretly, the count doesn’t believe there is any treas-
be found in the “Adventure Background” section). ure below the keep, and just uses this as an excuse to
What he wants is for the party to return with any- get out of paying for the PCs’ services. (Even if there is
thing he can use to tie himself to the royal family, a something worthwhile down there, what’s to stop him
maneuver that would improve his standing in the from taking it later?) If the characters attempt to
kingdom tenfold and possibly grant him an avenue to wheedle some cash out of the man, a successful Diplo-
the throne. He would also like to know what hap- macy check (DC 15) makes him concede to 600 gp
pened to the dwarves and his guard, but this is only of each, but only upon successful completion of the
passing interest to him. At this point, he doesn’t really quest. Whether or not he’ll actually follow through on
care if the entire keep gets completely overrun by this promise remains to be seen.
undead monstrosities; all he wants is to be related to If the party agrees to these terms, read or paraphrase
the king so that he can become the king. the following:
When the discussions are winding to a close, or
when the PCs ask about payment, read or paraphrase “Excellent.” The count smiles, and beckons one of
the following: his men to his side. “This is Lortes. He is the mes-
senger who brought me the good news about the
The count smiles graciously. “Of course you are paintings, although if his news bears fruit, he will
wondering what you get out of this? Well, I am cer- become much more than a messenger. But in the
tainly an honorable man, and I always pay my debts. meantime, you need a guide. Lortes here will show
You will receive the undying gratitude of House you to the keep and watch your animals for you as
von Denn, a coin that may prove quite a bit more you explore. I am afraid that I myself must leave
valuable if you succeed in this quest. But of course I now; a nobleman’s work is never done. Take as long
would be remiss if I did not offer something more as you need to prepare, although if I don’t hear from
tangible as well.” He waves his hands with a flour- you in a week I’ll assume I need to hire alternative
ish. “If you accept my offer, I hereby relinquish to help. I will be staying at a hunting lodge several

21
miles northeast of here; again, Lortes can show you You pick their way carefully through the under-
the way. Meet me there after you’ve completed the brush, moving slowly to avoid sudden pitfalls and
quest. I eagerly look forward to seeing you again.” entangling roots. Brambles brush at your faces and
limbs get tangled in your hair. Finally, several hours
With that, the count and the rest of his men ride off, later, you reach an even more inhospitable area,
leaving the PCs alone with Lortes (male human Ftr1), marked with uneven terrain, cracked boulders, and
a shy, good-natured lad of sixteen. The party now has a stunted trees clinging forlornly to whatever pur-
chance to rest, prepare spells, or perhaps head to a chase they can find. Ahead, a hill rises out of the
nearby settlement to buy provisions and the like. surrounding desolation like a skeletal finger, and at
BLOODLINES

Lortes can lead them to the keep when they are ready. its top stands a ruined building, silhouetted against
the afternoon sky. Lortes reins in his horse. “That’s
it,” he says. “Go down into the basement to find that
SURROUNDING wall they were talking about. Good luck to you.”
ENVIRONS
The ancient von Dorenn keep stands on a rocky pin- Lortes keeps watch on the PCs’ horses, if they have
nacle amid an old, tangled forest. The surroundings them, while they’re gone, as well as anything else they
are depicted on the map on the previous page. The choose to leave in his care. He is a naive and honest
forest doesn’t see much human habitation, although a boy, and he makes no attempt to steal any of the PCs’
few wealthy men (such as Count Noliss) have hunting possessions.
and fishing lodges within its confines. The forest con- Climbing the hill to the keep is rough work; it takes
tains no villages or towns, and indeed hunters and the better part of 2 hours to make it to the top. The
woodsmen tend to avoid this place because of rumors characters should make two Climb checks (DC 12) to
of ghosts. Aside from the keep, these stories are com- make it to the top. Failing a check results in a twisted
pletely baseless. The forest might be wild, relatively ankle or brief slide in scree that causes 1d6 points of
speaking, but is within the boundaries of a peaceful damage. Once the characters have completed the
nation and so harbors no evil. The only encounters the climb, read or paraphrase the following.
PCs are likely to have here are with common ani- What’s left of the keep is perched at the pinnacle of
mals—deer, foxes, birds, badgers, and the like. If the the desolate hilltop. The upper level looks empty,
DM wishes to make things more interesting, a small save for the unnatural howling of the wind; the ceil-
band (no more than ten or fifteen) of hobgoblins can ing has long since rotted away. A few rusted ham-
be placed here, having fled persecution at the hands of mers, chisels, and other tools can be seen lying scat-
a local militia. These should only be added if the PCs tered on the ground.
spend a great deal of time exploring the wilderness Little of interest can be found on the upper levels;
and are growing frustrated with a lack of action; in the everything of value has long since been taken by loot-
normal course of things, Lortes can advise them of the ers. PCs might still wish to explore it.
relative tranquility of the forest and the PCs can head One thing the characters might find interesting rests
straight for the keep. just beyond the east wall on the upper level. Here lies
the corpse of a young man, slumped against a low wall.
Above the body is smeared the symbol of Immshin in
THE RUIN brown, dried blood (Knowledge—religion or Knowl-
Once the PCs allow Lortes to lead them to the keep, edge—local, DC 20, to recognize the symbol). The body
read or paraphrase the following. is that of a curious woodsman who noticed the keep
pqqqqrs
HE SEES YOU WHEN YOU’RE CREEPING the surface of a desk. This mirror functions as a crystal ball,
Count Noliss doesn’t like other people. He doesn’t trust and the count makes use of it right away to scry on the PCs.
them, either, and he doesn’t like sending complete He’ll target whichever character struck him as the least
strangers into his ancestral family keep to root out lost intelligent, so they are less likely to notice the magical sen-
secrets. But he doesn’t have much choice. Fortunately, he sor. If they do notice it, he ends his scrying session and tries
has a means of keeping tabs on the PCs and making sure again until he meets with undetected success. He stays at
they don’t pull anything sneaky. his magic mirror night and day, watching the PCs. This has
After taking his leave of the party, Noliss high-tails it back several ramifications, which are discussed at the end of the
to his hunting lodge where he keeps a large mirror set into module (under “Returning to the Count”).
pqqqqrs

22
while taking a trek through the
woods several days ago. He climbed
the hill, hoping for treasure or at least
bragging rights; unfortunately, he
found a ghast instead, the only one to
ascend from the depths of the keep.
The monster slew him, and drawing
on what little intelligence that
remained from its former life, used

BLOODLINES
the blood of its victim to depict the
symbol of the Master of Winds on
the wall. The ghast then lurked
around for a few days before the
count and his entourage arrived; this
is the same creature the PCs theoreti-
cally slew at the beginning of the
adventure. In the normal course of
things, the body of the young man
rises as a ghast within a day.
There is nothing else of interest
on the upper or lower levels,
although you might wish to para-
phrase the following when the PCs
descend the first flight of stairs into
the “safe” area of the basement.
Everything has a look of long abandonment about s Granite Walls, Floors, and Ceilings: 1 ft. thick;
it—deteriorating pieces of furniture, tattered wall hardness 8; hp 90; Break DC 35; Climb DC 15.
hangings, ruined possessions. No rats, though; in
fact, no animals of any kind come within 100 feet of RANDOM ENCOUNTERS
the keep. Random encounters are infrequent in this complex,
It shouldn’t take the party long to find what they are and should only be inflicted upon the PCs if you feel
looking for. At what would be considered the “end” of they are taking an unnecessarily long time to do some-
the basement, with old, dusty storage areas opening thing or are being particularly noisy about it. If this is
off either wall, the PCs find an opening at the end of the case, feel free to send a few appropriate monsters
the corridor where a dividing wall has obviously been after them, such as 1d4 ghasts or 1d3 shadows.
knocked down. Rubble and broken masonry litter the
floor. The corridor on the other side has obviously not 1. ENTRY POINT
been used in years, and is also area 1. It looks like a thick layer of dust covered the floor
here until recently, when it was disturbed by some-
DUNGEON FEATURES one—the dwarven masons, perhaps. The dust now
The entire building has been constructed out of large settles in irregular piles. The walls of this corridor
blocks of gray granite, and the same is true of the base- are painted with magnificent frescoes, all faded,
ment. The lower levels are covered with dust and invoke chipped, and obviously ancient. The left wall bears
feelings of age and a disconcerting sense of abandon- the 3-foot high representation Count von Denn is
ment. Everything—furniture, tapestries, ancient pos- so concerned about: a black eagle wing against a
sessions, and so on—are in various states of decay. Ceil- yellow star. This is the symbol of the Royal House of
ing height is generally 10 feet, and the entire area is Jorat. Surrounding it are small figures that seem to
unlit unless otherwise noted. There are ancient torch be dancing or celebrating. On the right-hand wall is
sconces along the walls at regular intervals, but they painted a scepter, leaning against a large, magnifi-
haven’t seen light for a long time. Many of the walls, ceil- cently adorned crown.
ings, and floors bear the remnants of once-magnificent Halfway down the hall is one more painting,
frescoes; feel free to embellish these as you see fit. Most which is much more crudely done. It is a dark
of the doors have rotted away. The door-shaped open- figure, 3 feet high. The figure holds a sword out hor-
ings on the map mark where they once stood. izontally with its right hand, as if pointing deeper

23
is not difficult to imagine how it
might have looked.

The dust, again, looks like it is


in the process of settling after
being disturbed sometime in the
not-too-distant past. The musty
scent of long disuse pervades.
About 10 feet down the corridor,
BLOODLINES

a lone footstep can be seen


clearly in the dust.
The footprint was left by Count
Noliss’s guard. A PC with the
Track feat can tell easily (DC 5)
that the print was made by a
heavy-booted foot.
3. THE GREAT SIGIL
(EL 6)
The corridor opens into a square
room, with hallways radiating
off from all four walls. The dust
is minimal here and scuffed in
places. Beneath the thin layer
can be seen several brown
into the keep. The left arm is at its side, slightly stains, and in the center of the floor, a work of art,
away from the body. The hand is open and painted even more impressive than the previous paintings
as though it were dripping with a red fluid. and much better preserved. The symbol of House
Jorat has been set into the floor in three types of
The second painting is a warning that was scrawled marble–white for the base, black for the wing, and
by departing monks. Other than the paintings, there is yellow for the star. Piles of something that might
not much of interest in this area. The stairs descend 20 have once been furniture lie scattered around the
feet into the lower dungeon level. perimeter. A small block or pedestal sits in the far
right corner of the room. A terrible stench of decay
2. CORRIDOR permeates the chamber.
The ceiling of this corridor looks to have once been
elaborately done; a painting of the sky adorns its The item in the corner is a small stone block adorned
entire length. Now, the paint is chipped and faded, with carvings. It is an altar dedicated to Immshin,
but clouds and blue sky can still be seen, hinting at Master of Winds. Scribed into the wall above the altar
its former glory. The walls are even worse off, are several lines of text, written in Draconic. The letters
although it looks like they might once have been are chipped and degraded, but a character who speaks
painted with trees and bushes to represent a the language or succeeds at a Decipher Script check
forested landscape. Now the paint is all but gone, (DC 25) can make out the following:
with only the occasional remnant left behind, but it
pqqqqrs
IMMSHIN, MASTER OF WINDS
“Bloodlines” can be easily inserted into any campaign that should be a real being with real power. If your pantheon
includes a kingdom with some sort of nobility. The only wild includes a wind, sky, or air deity, then this would be the
card is Immshin. ideal replacement. If Immshin’s nature is not generally
Immshin is the being the monks worshiped when the known, allow a bardic knowledge or Knowledge (religion)
keep was converted into a monastery. The identity of this check to allow the characters to discover it (the DC of these
entity is up to you. It could be an aspect of Obad-Hai, an checks is up to you, depending on how mysterious you
elemental lord or demigod in the service of Obad-Hai, or want the keep to seem). Alternately, the PCs could ask
anything else you feel appropriate, although Immshin Noliss; he knows of Immshin.
pqqqqrs
24
BLOODLINES
“You are entering the sacred realm of Immshin, Lord uneaten, who rose to join their unholy ranks several
of Winds. Display proper reverence or risk his rage.” days later), and its clothing is in much better shape. A
A successful Knowledge (religion) or Knowledge hammer still dangles from its belt.
(local) check (DC 17 or 20, respectively) reveals that The ghasts become enraged (and hungry) when
Immshin is a minor power of the area long revered they sense intruders (perhaps seeing a light source),
for his power over the winds. Success at this check and are just smart enough to wait for the invaders to
also reveals that the proper thing to do at the shrine move about 15 to 20 feet into the room before letting
is for each visitor toshow some respect by cleaning it, out hideous shrieks and rushing to the attack. A suc-
kneeling and bowing at its base, saying a brief prayer cessful Listen check (opposed by the ghasts’ Move
asking for Immshin’s blessing, or sprinkling the top Silently check) allows a PC to avoid surprise.
of the shrine with some holy water or incense. d Ghasts (3): hp 35, 23, 17; Monster Manual 97
The smell is a treat from the ghasts that frequent (ghoul).
this chamber. They lurk on the fringes of the room, Treasure: One of the monk ghasts bears an item left
one each down the east, west, and south hallways. over from its previous existence: a pale ivory wand of
These creatures proved to be the masons’ undoing, cure moderate wounds (5th-level) with 9 charges remain-
tearing them apart and feasting upon their flesh. An ing, tucked into what’s left of its belt. The command
easy search of the room (Search DC 5) allows a char- word for this item is “shooka-shooka,” an ancient
acter to discover the remains of the dwarves in the Gnome phrase roughly translating as “ease.”
southeast corner—a heap of tattered garments and Development: How the PCs choose to interact
bones, gnawed and cracked, with the marrow sucked with the altar of Immshin might influence later events
out. What’s left of the guard Noliss sent down several (see area 12).
days ago can also be found here, including a servicea-
ble shortspear, small shield, chain shirt, and a shred- 4. PROTECTED HALLWAY
ded, bloodstained surcoat featuring the charging (EL VARIABLE)
boar of von Denn. This hallway’s walls bear faded paintings, all in
Creatures: Two of the three ghasts were monks, and black, of regal-looking humanoid figures. Not
a successful Spot check (DC 10) allows a PC to recog- much detail can be seen of them, except for the
nize the tattered remains of vestments clinging to the occasional crown or scepter.
monsters like shrouds. The other ghast was obviously
a dwarf in life (the ghasts left one of the craftsmen

25
Both sets of doors in this hall have been magically The odd smell in this chamber is due to the chemi-
protected against the ravages of time and are both cals that were used to prepare the dead long ago. If the
locked. The first set is wooden, the second set iron. PCs stay in this room for more than a 3 rounds, three
s Wooden Door: 2 in. thick; hardness 10; hp 40; mummies push aside their tomb lids and shuffle to the
Break DC 25; Open Lock DC 16. attack, groans emanating from their long-dead throats
s Iron Door: 3 in. thick; hardness 15; hp 100; Break (neither side is surprised).
DC 30; Open Lock DC 18. Creatures: Astute characters notice that one of the
Traps (EL 3, EL 4, and EL 3): The original creators of mummies is missing its left hand (Spot check DC 13).
the keep, the ancient von Dorenns, wished to protect See Treasure #2, below, for more details.
BLOODLINES

their honored dead, so three glyphs of warding defend d Mummies (3): hp 51, 47, 42; Monster Manual 138.
the entrance to area 5. These are bypassed by offering up Treasure #1: The mummies wear rings, neck
a three-part prayer; each part corresponds to a different chains, gold belts, a crown, and other such finery
glyph. The first requires someone passing through to worth a total of 1,100 gp. It can be safely looted after
say, “I am of noble intent,” the second, “I come to honor the slain mummies crumble to dust.
the sacred dead,” and third, “I beseech admittance, in Treasure #2: Only one of the crypts bears anything
the holy names of our ancestors.” See area 13 and Player of value—that from which the one-handed mummy
Handout #1 for more information. emerged. Sifting through centuries-old dust in the
The first ward is placed on the door. tomb uncovers the item on a successful Search check
a Glyph of Warding Trap #1: CR 3; 3d8 cold, Reflex (DC 15): a mummified left hand. If strung on a cord and
DC 17 for half damage; Search DC 28, Disable Device worn around the neck, it functions as a hand of the mage.
DC 28.
The second glyph is activated when someone 6. EMPTY CHAMBER
crosses the hall at the spot marked X on the map. Acti- This large room might once have been a meeting
vation of the glyph triggers a summon monster III spell, place or a dining hall; now, it is empty of everything
summoning an azer that immediately attacks the except the scattered remains of rotten furniture.
intruder (gaining automatic surprise). The azer fights
for 6 rounds or until slain. The door leading into this room has long since
d Azer: hp 12; Monster Manual 22. rotted away.
a Glyph of Warding #2: CR 4; summon monster III
(azer); Search DC 28; Disable Device DC 28. 7. HALL OF THE MYSTIC (EL 5)
The final glyph wards the iron doors leading to area The corridor stretches into the darkness. The hall is
5. It is identical to the first glyph. plain except for the a 10-foot-long, 10-foot-wide pit
a Glyph of Warding Trap #3: CR 3; 3d8 cold, Reflex in the floor about 30 feet ahead. It stretches across
DC 17 for half damage; Search DC 28, Disable Device the width of the hall and appears to have been pur-
DC 28. posefully crafted.
5. MAUSOLEUM (EL 6) If a PC peers into the pit, continue with the following:
The bare walls of this 30-foot-long room are lined
with carved, standing sarcophagi. An odd smell Apparently 20 feet deep, the floor of the pit looks to
hangs heavy in the air—a sweet, pungent aroma, be the same flagstone as the rest of the keep, but is
reminiscent of a spice cabinet. painted in reds, oranges, and yellows—almost as if a
huge fire awaits one foolish enough to stumble in.
This mausoleum is where the original inhabitants of It is empty, however.
the keep entombed their deceased. The dark energies
that have permeated the place have affected the dead, Area 15 was (and still is) the prince’s quarters. This
animating them into horrific caricatures of their was also where Severi von Dorenn performed his dark
former selves. experiments on the boy, turning his mind farther from
The sarcophagi are carved with flowing, elegant, but sanity with every vile word. The wizard took great
meaningless designs. The center of each lid contains a pains that no one else should have any kind of hold
bare stone plaque, on which is inscribed the name of over the young prince (particularly the priest Septi-
its occupant, along with birth and death dates. The mus), and so crafted the pit in the hall to deter curious
dead here were all von Dorenn nobility in life, or else interlopers (Severi used dimension door to ferry the
trusted and valued allies of their House (such as the prince and himself back and forth).
cleric Septimus—see Player Handouts #1 and #2).

26
4
5
9

3
2

BLOODLINES
8
10a
10b

6
15
7

13

11

15
12

The double doors leading to area 15 are made of effect; the PCs still need the proper code words to
very strong iron, but a lingering illusion (a 17th-level enter the room itself.
permanent image) makes them appear to be fine rose- a Teleport Trap: CR 5; teleports above 20-ft. pit (2d6
wood. They look perfect, as if they were only very falling damage); Search DC 34; Disable Device DC 34.
recently crafted and polished. Gold decorations adorn
the smooth wooden planks. One other strange thing 8. CORRIDOR OF DARKNESS (EL 7)
about these doors is that there are no evident door- Ahead, the hallway seems to vanish; a curtain of
knobs, pull rings, keyholes, or hinges. deep darkness engulfs the passage 10 feet ahead. A
The doors are extensively reinforced by magic, and preternatural chill pervades the air and a feeling of
they cannot be forced open in any way (save for disinte- uneasiness brushes your minds.
grate, wish, and similar magic that the PCs probably don’t
have). In fact, merely touching the doors triggers a trap. The shaded area on the map represents a place of
Trap: If a living being makes contact with the doors, unnatural darkness. Light sources become muted, illu-
the offending character is teleported backward 30 feet, minating only half as far as normal, and even charac-
just above the pit, meaning he’s in for a nasty drop (2d6 ters with darkvision can only see half as far as they
points of damage). A successful Will save (DC 24) normally could. Intruders entering this area must
negates the effect, but the save must be made each make a Will save (DC 18) or be affected as by a bane
time a character touches the door. This trap is always spell (–1 morale modifier to attack rolls and saves vs.
in effect, no matter how many have fallen prey to it. It fear effects). A character who saves successfully is safe
can only be bypassed by using the proper incantation from this effect until he re-enters the area.
(see areas 14 and 15, and Player Handout #2). Creatures: After entering the darkness, the charac-
A rogue who succeeds at a difficult Disable Device ters hear a haunting baying that seems to come from
check can render the trap inoperable, and the magic all around them. It is the sound of two shadow mas-
inherent in the trap can also be suppressed for 1d4 tiffs, drawn here by the ancient prince’s unholy curse;
rounds with a successful dispel magic (the magic of the PCs must each make two Will saves (one for each
the trap is assumed to be 17th-level for this purpose). mastiff ) with a DC of 13. Failing a save panics a char-
Note that these tactics only influence the teleport acter (see the DUNGEON MASTER’s Guide, page 85) for 2d4

27
rounds. The evil beings then burst from the shadows, Creatures: These shadows are the shades of monks
snarling, growling, and tearing at the intruders, only who once lived here, their spirits corrupted by the
to virtually fade away when counterattacked. unholy energy that was released in years gone by. If
d Shadow Mastiffs (2): hp 32 each; Monster slain, the shadows dissolve into mist while shrieking
Manual 162. their thanks in the secret tongue of Immshin.
d Shadows (2): hp 20, 19; Monster Manual 161.
9. CISTERN 10H: If a character sifts around in the dust, a suc-
This is the ancient cistern that was used by the orig- cessful Search check (DC 10) reveals a large, heavy,
inal occupants of the keep. There is no water in it wrought-iron key. It fits the lock in area 11.
BLOODLINES

now; there is nothing but dust. The cistern is 40 feet


deep and about 15 feet across, allowing but a narrow 11. ANTE CHAMBER
walkway around it. This small chamber boasts a large stone door at the
far end, adorned with the symbol of the power once
The room is empty, but careful searching might ben- revered here. The doorframe is elaborately carved
efit the PCs. The far left corner of the room at one with images of swirling vortices, and a large key-
point had a wooden shelf; a successful Search check hole sits in the stone frame next to the portal.
(DC 20) allows a character to find four holes bored
into the stone in this location. The holes held pegs that Battering down the door is understandably tough,
supported the shelf and are arranged in a horizontal and picking the lock isn’t much easier.
line, about a foot apart from each other and 5 feet off d Stone Door: 4 in. thick; hardness 8; hp 60; Break
the ground. They are each a little wider than a thumb DC 28; Open Lock DC 25.
and extend into the wall almost a foot and a half. What’s a whole lot easier than either of these options
There is a secret compartment behind what used to is using the key from area 10h. It slides in easily, and
be the shelf. A successful Search check (DC 22) allows with a twist a click is heard and the stone door slides
a character to discover the release mechanism: simul- gratingly up into the ceiling. Twisting the key back
taneously pressing two small catches located in the closes the door; the key can be removed in either posi-
two opposite holes. Two stone blocks slide apart, tion. The ceiling height in the passage beyond doubles
revealing a shallow alcove (1 foot deep, 1 foot high, to 20 feet. There is a keyhole on the north side of the
and 2 feet long). Inside is the Treasure. door as well; once the foes in area 12 have been dis-
Treasure: Inside the alcove are three potions. They posed, closing the door from the north effectively pre-
bear labels in common, allowing the characters to vents random encounters with corporeal enemies if
easily determine their contents. The draughts are of the PCs wish to rest and bind their wounds.
lesser restoration, remove disease, and cure moderate wounds, When the grating of the door sliding into the ceil-
each at 5th caster level. In addition, the vial containing ing dies away, the characters hear an odd sound, like
the potion of cure moderate wounds is made of fine blue the whispering of a faint wind. As the PCs move down
crystal, a treasure worth 750 gp. the hall, their cloaks and hair stir as by a breeze, but
from where it comes is unclear.
10. LIVING CELLS
These chambers served as the living cells of the von 12. CORRUPTED SHRINE (EL VARIABLE)
Dorenn servants, and later the Immshin monks. There At the end of the passageway is a small room that
is nothing much left here but the remains of furni- looks to be a shrine. The walls are decorated with
ture—piles of rotted boards and the like. The doors carvings of symbols and motifs of the winds and
have all deteriorated. some figure that seems to represent their master.
Two rooms are of note: The stone altar is obviously old and covered with a
10A (EL 5): Two rounds after the characters enter staggering number of carvings; two tarnished
this room, they are attacked by two shadows. The shad- censers hang on either side. Kneeling at the altar is
ows always attack the first being to enter the room, a figure in heavy blue robes belted by a black sash. A
even if others follow. They make full use of their incor- sky-blue staff lies on the ground next to it. The
poreal nature, fading through the walls and floor, figure appears to be praying, though no sound is
although they do not pursue an enemy who leaves the heard save the whispering of the wind.
room. A Spot check (opposed by the shadows’ Hide
check) allows a character to avoid an unpleasant sur- This creature is what became of the ancient abbot of
prise round. the monastery—a twisted and hate-filled wreckage of
his former self. The undead abbot does not react to the

28
characters in any way until
they get close to it.
A wall of force bars the way
at the point shown on the
map. Originally, the wall was
created by the dark energies
to trap the abbot within this
small room until he died of
hunger and thirst. Now that

BLOODLINES
the same powers have cor-
rupted him, however, he can
raise and lower the wall with
a thought.
When the PCs reach the
wall of force, read or para-
phrase the following. It
might need to be amended,
depending on PC actions.

The figure at the altar slowly


rises and turns, and as it
does its hood falls away,
revealing the creature for
what it is. Flesh is pulled
tight over bones; its face is
little more than a skull. Dark
pits stare out from empty
eye sockets and skeletal
hands reach for the smooth
blue staff from the floor. A
key ring with a single key
hangs from the sash, and a
holy symbol depicting the same swirling symbol • If the PCs didn’t do much with the altar in area 3,
you’ve seen repeatedly in the keep is draped around then the wind in the hall seems to pick up and grow in
the creature’s neck. volume until it is a dull roar. Cloaks and hair fly freely
When it sees you, the creature’s jaw drops open and in the strong gusts. Thick, rolling mist pours forth
bright pinpoints of light appear deep within its eye from the two censers, and as the undead creature
sockets. It emits a loud, shrieking howl, and then laughs, black smoke curls up from the altar and forms
screams, “Intruders! You dare to defile the sanctity into a belker. With a snarl, the undead abbot then
of this holy shrine?” It turns back to the altar and throws itself at the PCs, with the flowing form of the
raises the staff above its head in both hands. belker close behind, as the wall of force dissipates.
“Immshin!” It shrieks. “I beseech thee! Smite these • In the unlikely event that the PCs somehow dis-
intruders with your holy wrath!” graced the altar in area 3, the above sequence occurs
except that the wind increases in force and volume
What happens now depends on how the characters until it shrieks and howls, and nothing else can be
interacted with the altar in area 3. There are three basic heard save for the cackling of the abbot. Treat the
possibilities: effects as a windstorm. See the D UNGEON M ASTER ’s
• If the characters dealt with the altar with rever- Guide, page 87 for details. Additionally, the rolling mist
ence, knelt and paid their respects to Immshin, from the censers forms into two large air elementals,
cleaned the dust off it, perhaps sprinkled holy water and the PCs have to contend with them as well.
upon it, then the robed figure waits a few moments Creatures (EL 9 for the abbot, 10 with the
expectantly, but nothing happens. The creature seems belker, 11 with the elementals): The characters are
somewhat taken aback, then snarls and hurls itself in for a fight. These foes pursue the PCs as far as the
into combat as the wall of force vanishes. stairs leading back to the upper level, after which time

29
©2002 Wizards of the Coast, Inc. Permission is granted to photocopy this handout for home game use purposes only.

PLAYER HANDOUT #1 In/63—We received a messenger from Baron


Bediss von Dorenn, Severi’s brother, and as
In/46—I am beginning to worry about the head of House von Dorenn, the one ultimately
prince; he is acting strangely. I am starting responsible for the prince. The message stated
to think that this might not be the best that the Baron was sending a troop of sol-
place to secret one such as he, despite royal diers to help us guard against whatever fiend
decrees to the contrary. It is not much, but slew poor Septimus. The company includes the
occasionally I’ll see him gazing at one of famed warrior Tremones the Pure, who wields
the keepers with a look of— well, I can not a blade called Sunrazor! I doubt this will be
describe it, but it is frightful. And he has much help against the man who killed Septi-
been very quiet of late, brooding. mus, but the presence of such a knight will
I am sure I am merely imagining the undoubtedly raise spirits around here. Also with
worst. After all, he is just on the cusp of them comes a High Priest of Pelor to
BLOODLINES

manhood, and being locked away with the likes administer the last rites to Septimus, as befits
of us probably does not appeal to his a devout cleric.
youthful sensibilities. Though one would imagine
that he would be used to it by now. In/65—Tremones and the other men from the
Baron arrived today, and they searched every
In/50—I think something is troubling the mind crevice and alcove in the keep for signs of
of our reverend cleric Septimus. He has shut the murderer. As we had already done this
himself within his chambers and has not ven- several times, it was no surprise to me that
tured forth, even for meals, for almost two they found nothing. The High Priest laid what
days now. The serving boy who last saw him was left of dear Septimus to rest, but he
said the priest was hurrying down the hall also spoke out in fear that whoever did this
with a look of such consternation as to make gruesome deed would return with the intention
a man blanch. And I now recall that shortly of desecrating our honored dead. Personally, I
before, I saw him remove something from the would think the killer would want to desecrate
hidden alcove by the cistern. What he is the honored living, but that’s priests for you.
doing in his rooms I do not know, but I No, I shouldn’t be sacrilegious; we are all in
dare not disturb him for fear of ruining such a state right now. The High Priest cast
some divine process. many magical traps upon the entryway to the
crypts, but we can bypass them by uttering
In/55—I learned some interesting things about certain holy phrases. I suppose I ought to
Severi von Dorenn today, after speaking with write them down here, so I do not forget.
Griella the serving maid. I knew Severi was The first phrase is “I am of noble intent,”
a powerful wizard, but I never before real- said when entering the first door.
ized how powerful. It turns out he was once The second is “I come to honor the sacred
the royal court wizard of the king himself! dead,” which must be spoken as one passes
I knew that Severi was a member of House about halfway through the entry hallway.
von Dorenn, related by blood to the king and Lastly, “I beseech admittance, in the holy
of a very noble and powerful family, but I names of our ancestors,” said when opening
didn’t know Severi was actually the king’s the door to the mausoleum proper.
mage! I asked Griella how such a one came
to be here, hiding in obscurity, watching over In/68—Well, things have quieted down a bit;
this moody prince we’re sheltering, instead of there have been no more incidents of any
at court where he belongs. Did he fail the kind. The High Priest has returned to wher-
king somehow? No, Griella told me, it’s just ever he came, as have most of the men
the opposite. When the prince was born with sent by the Baron, though the knight Tremones
his obvious problems and the king decided he stays on. We can only assume that whoever
needed to be secreted away, Severi volunteered or whatever this murderer is, we have scared
for the job! It makes me proud to be serv- it away. Even so, I can not shake a feeling
ing under such a man. of dread gnawing at my gut.
In/61—Oh, tragedy, tragedy! I had never thought In/70—Strange; everything appears normal, but I
that such a thing could occur in our quiet have been on edge for several days and
sanctuary. Sweet Septimus has been murdered! cannot sleep properly. Perhaps I shall take
A servant discovered the fact when she went some medicine.
in to clean the cleric’s chamber and found In/71—Oh, horrible, horrible! The worst disaster
his rent and bloody corpse on the bed. Hor- ever has come to pass! The prince is the
rible, horrible! I have never before heard such murderer, the prince! Not only is he guilty
a clamor! The servants were in an ungodly of Septimus’s bloody end, but now he is the
state of confusion, milling about like ants, and slayer of them all! Blood runs down the
the girl who found him was positively hys- halls, I can still hear the screams! What
terical. Even we keepers found it hard to shall I do? I saw the prince, laughing, red
keep our heads! Through it all, only the light streaming from his eyes and mouth as
prince seemed to remain calm; perhaps there is he brutally cleaved through men and women!
hope for him yet. Well, guards on all For a sword he wielded naught but unholy
entrances were immediately doubled, and extra darkness! How they screamed! And he, laughing
torches ordered in the halls at night. I pray all the while. Weapons were useless; blades
the intruder be found! could not pierce his skin and magic might as
well have been water for all the good it
did. What a sorrowful catastrophe! I awoke to

30
terrifying screams in the night, and emerged then I saw two more creatures, lurking in
from my cell to find the keep in a horri- the shadows, falling upon the helpless victims.
fying state of madness. The prince stalked the They were terrifying monstrosities—something out
halls, slaying whoever he came across! He of a twisted nightmare! One was tall and
must not have seen me, thank the gods, but skeletal, gaunt, with a wicked scorpion’s tail;
he murdered any who tried to flee the keep. the other was like a man but covered in
Finally all the servants and keepers rallied clattering, bladed chains. The massacre began and
around Tremones in the storage room. I saw I couldn’t take it anymore. But I had to do
it all from the hallway, saw the prince go something. I rushed forward and slammed the
in, saw the shaking men and women gather doors shut and locked them, then ran to the
themselves around the knight . . . but when library and locked myself in. I fear he will
the prince entered darkness went with him and find me even here, that prince—he should have
it was like it all happened on a night with been killed after he was born, after they saw

BLOODLINES
no moon. I held hope to my breast as I the horns and the eyes. . . . Is that a
watched Tremones approach the prince, Sunrazor sound outside my door? Oh, gods preserve me
blazing,, but the knight was cut down with a . . .
hideous cry! The remaining servants huddled
together, clutching whatever weapons they could
find, but the prince came on, uncaring, and

they return to lurking just inside the door in area 11. *Domain spell. Domains: Death (death touch 1/day),
d Undead Abbot, Huecuva Clr7: CR 9; Medium- Evil (evil spells are cast at +1 caster level).
size Undead; HD 7d12+3; hp 60; Init. +7; Spd 30 ft.; AC Possessions: The abbot carries his masterwork quarter-
17 (touch 13, flat-footed 14); Atk +10 melee (1d6+6, staff, his holy symbol, and a small brass key that opens
masterwork quarterstaff ) or +9 melee (1d6+4 and dis- the way to area 13.
ease, slam); SA huecuva blight, rebuke undead; SQ d Belker: hp 43; Monster Manual 26.
undead, turn resistance +2, damage reduction d Large Air Elementals (2): hp 57, 47; Monster
15/silver, darkvision 60 feet; AL LE; SV Fort +5, Ref +5, Manual 81 (elemental).
Will +8; Str 19, Dex 17, Con —, Int 7, Wis 17, Cha 14. Tactics: The abbot prefers melee combat to spell-
Skills: Listen +4, Spot +4. Feats: Combat Reflexes, casting. But it also knows that a softened opponent
Dodge, Improved Initiative, Toughness. makes for an easier kill. If the elementals appear, it
SA—Huecuva Blight (Su): On a successful slam casts searing light, followed by divine power and bull’s
attack, a huecuva can infect an opponent with hue- strength. It then rushes to join the fray. If just the
cuva blight. It has an incubation period of one day and belker appears or it is left to fight alone, it casts divine
requires a successful Fortitude save (DC 13), or cause power and then joins the fight. In combat, the abbot
1d2 temporary Strength and 1d2 temporary Constitu- mixes blows from his quarterstaff with inflict wounds
tion damage. An infected victim must make a saving spells delivered with a touch or its slam attack (this
throw each day. The effects of huecuva blight are means delivering the spell occurs the round following
cumulative each day until the victim reaches 0 Consti- the casting). Also, remember that undead are healed
tution (and dies), makes two consecutive successful by negative energy, so the abbot can drop any prepared
saves, or receives magical treatment (such as a remove spell for a “healing” spell of the appropriate level.
disease spell). The abbot won’t hesitate to use death knell on a dying
Spells Prepared (6/6/5/4/2; base save DC = 13 + spell PC and disables the biggest threats with hold person or
level): 0—detect magic, guidance, read magic, resistance ×2, bestow curse (it prefers the third curse listed).
virtue; 1st—bane, command, cause fear*, divine favor, Development: After the creatures have been
doom, random action; 2nd—bull’s strength, darkness, death defeated the PCs are free to do what they will here,
knell*, hold person ×2; 3rd—bestow curse, dispel magic, although defilement of the altar might incur Immshin’s
magic circle against good*, searing light; 4th—divine power, wrath at a later date (your option). Purification via
unholy blight*. prayers and holy water would certainly be in order.
pqqqqrs
SUNRAZOR
This blade is a +1 flaming longsword, and the fire that licks searing light, at 9th caster level, 1/day.
along its length is of a colorless, pale hue. Sunrazor always Caster Level: 9th; Prerequisites: Craft Magic Arms and
sheds a pure, pearly white light. Normally the radius of this Armor, searing light, and flame blade, flame strike, or fireball;
glow extends to only 15 feet, but while in the grasp of a Market Price: 12,315 gp; Weight: 4 pounds; Cost to Create:
good-aligned character it is magnified to 30 feet. In the 6,315 gp + 480 XP.
hands of a paladin, this weapon can also emit a blast of
pqqqqrs
31
13. LIBRARY feet away, resting on the ground next to a bookcase.
The doors to this room are locked; the key from area 12 The skeleton itself is very fragile; bumping, brushing
opens them easily. against, or otherwise touching it causes it to collapse
s Magically Reinforced Wooden Doors: 2 in. thick; in a clatter of bones and clouds of dust.
hardness 10; hp 50; Break DC 33; Open Lock DC 25. Treasure #1: A Search check (DC 14) reveals that
lying on the floor beneath the skeleton’s chair are two
This large room is better preserved than the rest of keys. One is small and made of brass; it opens the
the structure. The floor is only lightly covered by doors to this room. The other is a large, heavy, steel
dust, and there is even some furniture still standing, instrument that unlocks the door to area 14.
BLOODLINES

although it’s partially collapsed and rotted. Book- Treasure #2: The glass flask on the table once held
cases along the walls hint at the room’s original pur- oil of timelessness, and there is still just enough left at the
pose, as do chairs and tables spaced about its center. bottom to coat a Small-sized something (a little bit
All the books have apparently deteriorated, save goes a long way).
one. A slim volume rests on one table next to a
large, dust-covered flask. Seated next to the book is 14. ROOM OF THE MASSACRE (EL 8)
a skeleton, mouth gaping wide, staring with sight- Two imposing, undecorated black iron doors lead
less eyes. The skull, and the chair behind it, has into this room. They are locked.
been sheared off just above the eye sockets.
Picking them is difficult, and bashing them down
This room was indeed a library once, and the doors nearly impossible. The steel key from area 13 fits the
leading to it are not only intact but also magically rein- lock here.
forced. The original creators of the keep wished to pro- s Black Iron Doors: 4 in. thick; hardness 15; hp 90;
tect their precious tomes from the hand of time, so Break DC 40; Open Lock 32.
they attempted to create an airtight seal around the When the PCs open the doors, read or paraphrase
doors by weaving enchantments into their construc- the following:
tion. These builders were marginally successful, hence
the improved state of the library. A strange, unnatural darkness spills from the room
The seated skeleton is not animated and quite harm- beyond. A sense of dread grasps your mind in a
less. These are the bones of a serving man who hid cold, mailed fist. A faint glimmer in the center of
here in abject terror after witnessing the prince’s mad the room illuminates tortured, twisted, jagged
massacre in area 14. Fortunately for the curious, he shapes rising from the dust like wrecked ships
kept a journal of many of the events in the keep, and revealed by the retreating tide.
even had the foresight to coat it with oil of timelessness
(see Treasure #2, below). Good and neutral characters entering this room are
If the PCs examine the book on the table, tell them gripped with such a sense of foreboding that they
it appears to be a diary or journal, only recently started. must make a Will save (DC 12); failure for a neutral
If they read it, give the players Player Handout #1. character means he acts as if he was the target of a bane
The top part of the skeleton’s skull can be found 20 spell (–1 morale penalty to attacks and saves vs. fear). A
PLAYER HANDOUT #2

©2002 Wizards of the Coast, Inc. Permission is granted to photocopy this handout for home game use purposes only.
DMs: The full message runs thusly:
I overheard Severi von Dorenn as he passed through the unopenable doors to the prince’s chambers today; he
spoke in Infernal, which the servants here must not know, but I was able to understand it.
“The throne belongs to Severi.”

32
good character failing the saving throw suffers as PCs might find one other item of interest on
though a prayer spell was cast against him (–1 to Tremones’ remains with a successful Search check
attacks, damage, saving throws and skill checks). (DC 14). His waist is still encircled by a cracked
These effects persist until the characters get at least leather belt, tied to which is a small pouch. Within the
100 feet away from area 14 or defeat the foes here. moldy, crumbling confines of this pouch is a scrap of
Light sources are muted to half-range illumination, parchment, mostly rotted and ripped but with at least
and even darkvision and similar effects have their one very important line still legible. Give the players
ranges halved. Player Handout #2 if they find the scrap.
This area radiates strong Conjuration magic. A suc- Development: Because the osyluth and kyton are

BLOODLINES
cessful dispel magic cast against a 15th-level caster sup- infused with, and helped create, the tainted energy of
presses both the bane/prayer effect and the dimming the keep, slaying them partly disrupts its flow. The sur-
effect for 2d4 rounds. real darkness in the room gives way to mundane dark-
Scattered around the barren room are human skele- ness, and the pall of cold fear lifts from the characters.
tons. Upon closer inspection, it is obvious that these
people died violent deaths. Skulls are smashed, ribs 15. THE PRINCE’S CELL (EL 11)
caved in, bones broken and crushed, and limbs dis- Access to this room is gained by walking toward the
membered. Many such skeletons lie here, their doors and incanting “The throne belongs to Severi” in
mouths gaping wide in silent screams of anguish. This any language. This allows the speaker to bypass the
is where most of the keep’s inhabitants were slaugh- teleport trap; such characters pass through the doors as
tered by the prince a century and a half in the past. if they were naught but air. Living creatures can exit
They rallied around the knight Tremones the Pure, a the room simply by passing back through the doors in
paladin who could do little against the unholy might a similar fashion.
of the corrupted prince. The skeleton of Tremones the After a single living creature passes through these
pure lies in the center of the room, still clad in deterio- doors by uttering the passphrase, the magic of the trap
rating mail. His sword, Sunrazor, lies not far from his becomes dormant for 12 hours, allowing others to pass
outstretched hand. It is from this blade that the faint through without resorting to the code. (This has the
luminance of this room comes. The weapon is detailed additional effect of allowing nonliving creatures to
fully under Treasure, below. cross the barrier as well.)
Creatures: This room is far from safe. The edges of Note that resourceful characters might find other
it cannot be glimpsed no matter how bright the light ways of bypassing this obstacle. Spells like dimension
inside, and an aimless fear grabs at the gut of living door, stone shape, and the like could also allow the PCs
creatures within. Terrible atrocities took place in this entrance to the room beyond, and clairaudience/clair-
room, and two of the perpetrators have been residing voyance and other Divination spells could give them an
here all this time. When the bulk of the PCs have idea about what might be waiting for them.
moved at least halfway into the room, or when one of
them handles the sword of Tremones, two beings Entering the room beyond the ensorcelled doors
emerge from the cloak of shadows on either side of the is like stepping into a wall of cloying ink. Black-
room. They are a kyton and an osyluth, and they ness seems to blind the mind as well as the eyes,
immediately attack the intruders. Neither side gains and a shiver dances along your spine. Goosebumps
surprise in the ensuing combat, but note that Sunrazor prickle along your arms and hair rises from the
can be swiftly brought to bear against these foes. backs of your necks. Inside the small room, all is
d Kyton: hp 40; Monster Manual 48 (devil). darkness, although one thing is clearly visible: a
d Osyluth: hp 38; Monster Manual 48 (devil). huge glyph in the center of the floor, pulsing with
Tactics: The devils do not pursue anything that flees an eerie red light. The light doesn’t so much illu-
this room, although they do their best to see that noth- minate the darkness as lend a crimson hue to the
ing does. They do not speak, but silently and grimly set blackness.
to the task of destroying their foes. The osyluth uses its An irregular form is slumped against the far wall.
spell-like abilities intelligently, but favors melee Your own light seems to have been snuffed out by
combat. invisible tendrils, the only illumination comes
Treasure: Tremones’ sword Sunrazor lies close to his from the strobing, blood-red rune on the floor. The
mortal remains; see the sidebar for a description of flashing light etches a figure in the darkness.
this item. Humanoid and skeletal, a long, cartilaginous
tongue whips from its mouth and weaves back and
forth in the open air, dripping something vile.

33
©2002 Wizards of the Coast, Inc. Permission is granted to photocopy this handout for home game use purposes only.

PLAYER HANDOUT #3
BLOODLINES

Tiny horns adorn its skull. The creature emits a he followed whispers from beyond the plane and used
low groan before raising a blade of utter darkness his fallen creator’s still-warm blood to inscribe a glyph
in a once-human hand. upon the floor of his room—a glyph that would
ensure that the curse of this place remained forever.
Back in von Dorenn times, this room was ostensibly The prince resides here still, although it no longer
the prince’s royal chambers, but in reality served as lives, and it is still driven to destroy all that breathes.
little more than a holding cell where Severi could Describe the monster the prince has become in tones
work his evils beyond the reach of prying eyes. The of darkness and evil, stressing the strangeness of the
doors are made of strong, magically reinforced iron to creature. It is the prince that is (at least partly) respon-
ensure that the prince never escaped captivity. sible for the deaths of all who lived here before.
Severi proved incapable of stopping the prince in Severi’s remains lie at the far end of the room, a
his bloody rampage, but he did manage to protect him- skeleton stretched on the floor, spine severed neatly in
self, and after the other inhabitants of the keep were half. Close to him lie the few possessions that have
dead, apprehend the young man and escort him back survived intact, see Treasure #2, below.
to his cell. Here Severi, frustrated at this setback (and This room radiates strongly of evil and Conjuration
the failure it depicted on his part), attempted to deter- magic. This is where the power of the curse flows most
mine what had gone wrong with the prince and to powerfully. The magic of this ancient blight functions
reassert control. Unfortunately for him, the fell ener- at a 16th-level of ability and can be dispelled like any
gies were too far along by this point, tearing through other magic effect. However, such is the potency of
the prince’s body in an unstoppable cacophony of the curse that dispel magic and similar effects serve
madness. The doomed youth shook off Severi’s magi- only to censor the curse for a period of 2d4 rounds; the
cal enchantments and slew the wizard with a sword of only way to be rid of it entirely is to slay its creator. The
darkness born from Severi’s own manipulations. The energy that powers the curse stems directly from the
prince was then finally consumed by the wicked curse source of unlife that animates the prince.
raging through his veins, but before his ultimate end

34
The curse has two
effects. First, all light
sources carried by the
PCs are suppressed
within this chamber, illu-
minating nothing at all.
The only light comes
from the rune, which
lends an eerie, strobe-

BLOODLINES
light effect to the scene.
This preternatural gloom
grants one-half conceal-
ment to any who cannot
see in the dark, meaning
that many PCs suffer a
20% miss chance. In addi-
tion, the curse of this
room causes all within it
of non-evil alignment to
act as if a prayer spell was
cast against them (–1 to
attacks, damage, saving
throws, and skill checks).
Creature (EL 10): The
prince’s power has faded
some since his death two
hundred years ago, but he is still driven to destroy all Possessions: +1 unholy longsword, signet ring (see
that lives. The creature attacks with a dark, unholy Treasure #1).
blade, slashing at opponents with alarming speed. It Tactics: The prince concentrates its attacks on a
wields this weapon like it is an extension of its body, single PC until he or she is dead, instinctively focusing
rather than following any set sword-fighting tech- on wizards or other spellcasters if the opportunity
niques (it never tries to parry, for instance). presents itself. Note that the prince is no longer a
d The Cursed Prince, Fiendish Mohrg: CR 10; living creature, and so cannot ordinarily pass through
Medium-size undead; HD 14d12; hp 92; Init +5; Spd the ensorcelled doors leading out of the cell. However,
30 ft.; AC 15 (touch 11, flat-footed 14); Atk +13/+8 after one living creature has bypassed the magic doors,
melee (1d8+5 plus 2d6 unholy damage/crit 19–20, +1 their enchantment become inactive for a period of
unholy longsword), +7 melee (0 plus paralysis, tongue time (12 hours—see above). This means that the
touch) or +12 melee (1d5+5, 2 slams); SA paralyzing mohrg can pursue PCs if they attempt to flee back
touch, create spawn, smite good; SQ undead, cold and through the doors.
fire resistance 20, damage reduction 10/+3; SR 25; AL Treasure #1: The mohrg wears a ring that can be
CE; SV Fort +4, Ref +5, Will +9; Str 21, Dex 13, Con — removed after the hideous creature is destroyed. It is
Int 11, Wis 10, Cha 10. non-magical but made of finely crafted gold. Once dirt
Skills: Climb +11, Hide +15, Listen +12, Move and grime are rubbed away, the design can be seen: the
Silently +15, Spot +12, Swim +10. Feats: Alertness, signet of House Jorat. A bard using bardic knowledge,
Dodge, Improved Initiative, Mobility. or a character with an appropriate Knowledge skill
SA—Paralyzing Touch (Su): The undead prince (nobility & royalty, local, and so on), can attempt a
lashes out with its tongue in combat. An opponent check (DC 15). Success indicates that the PC recog-
that the tongue touches must succeed a Fortitude save nizes the significance of this item: Only members of
(DC 17) or be paralyzed for 1d4 minutes. the royal family are allowed to wear signet rings. The
SA—Create Spawn (Su): After 1d4 days, those slain ring is worth 400 gp, but thoughtful characters proba-
by the prince rise as zombies under the mohrg’s control. bly want to return it to the royal family.
SA—Smite Good (Su): Once per day, the prince Treasure #2: One item lies intact next to the bones
may make a normal attack to deal an additional 14 of Severi von Dorenn. It is a fair-sized leather satchel
points of damage against a good foe. that functions as a bag of holding with a maximum

35
serviceable. Some half-
rotted benches and
chairs are also over-
turned on the floor. The
most disturbing sight,
though, is the massive,
overturned kettle, out of
which spill at least a
dozen skeletal humanoid
BLOODLINES

hands.

Nothing of interest can


be found in this room.
The hands were taken by
the prince from his vic-
tims (after his massacre)
and tossed in the kettle as
a final attempt at a joke.
17. STORAGE AND
LATRINE
Entering the portal to
this chamber reveals that
this was obviously once
some sort of storage area.
Ruined barrels and crates
lie all about the floor,
along with the long-
rotted remains of food-
stuffs and other supplies.
Off to the left, a
wooden door and most of
the stone wall that once
separated the main por-
tion of the room from a
smaller closet look to
weight limit of 250 pounds. Inside are a handful of have been battered to the ground. Beyond the ruined
gems worth a total of 1,500 gp as well as several loose wall you can see a privy. Blood has splattered against
sheets of paper that functioned as Severi’s journal. If the wall over the latrine in a vertical line—about the
the PCs take this, give the players Player Handout #3 height someone’s neck would be were they using the
at this time. facility.
Development: Slaying the prince frees his soul and
lifts the curse from the keep. The rune on the floor The prince indeed caught a monk using the privy in
fades away, and the unnatural darkness lifts. Light his rampage. He tore down the door and most of the
sources again shine normally. The darkness in area 8 wall to get into the panicked resident, then lopped off
dissipates as well, and the shadow mastiffs go with it. the monk’s head with one cut. If the PCs search the
Ad-hoc Experience Award: Award 10% more expe- latrine below, the find the Treasure.
rience for defeating the mohrg in area 15 due to the Treasure: The monk’s body was stuffed into the
“homefield advantage” it receives from the room. latrine, although his head is nowhere to be found. On
his corpse, the PC find a gold and sapphire pendant
16. KITCHEN (400 gp) in the shape of Immshin’s holy symbol—a gift
Once the keep’s kitchen, this chamber shows no to this monk from his family when he took his vows.
signs of recent use. A few kitchen implements lie
scattered about the room, although none are

36
BACK TO THE COUNT be very interested. What he wants is for them to give
(EL8) him the two diaries (Player Handouts #1 and #3) so
Now that the PCs have vanquished their opponents that he can dispose of these undesirable bystanders.
and recovered several documents that Count Noliss Noliss is supremely confident by now, and he has a
will undoubtedly be interested in, they probably leave flair for the dramatic as well. When the PCs hand over
the keep and head to the count’s hunting lodge. the two journals, read or paraphrase the following.
Unless the party took an inordinately long time clear-
ing out the keep, Lortes still waits at the foot of the hill Noliss eagerly snatches the journals from your
in a makeshift camp. He congratulates them on their hands, and suddenly he is airborne, swooping up

BLOODLINES
victory and eagerly leads them toward the hunting and backward, cackling. He waves the papers at you.
cabin, anticipating great rewards from the count (or at “Fools! I am a blood descendent of Severi von
least a warm bed). Dorenn, one of the greatest wizards ever! And I rival
But Noliss has different plans. He has been spying even him. The fiends I call upon will make this land
on the PCs throughout their expedition, and in all quake and tremble with fear! I shall bend this realm
likelihood has looked over the characters’ shoulders or to my whim and make it after my own designs. And
read their lips, and knows of the information con- you—I thank you for recovering this, but you’ll
tained within the journals. He has, by now, discovered never leave this place alive!”
some interesting tidbits. His ancestors were related by
blood to the king, which means he is, too. And one of Creature: The above dialogue might need to be
these ancestors gleaned knowledge from fiends from altered somewhat, depending on the circumstances;
the nethermost depths of the most infernal of planes. PCs are notorious for interrupting villains during
How fascinating. power-drunk speeches. In any case, play this scene up.
Far from being dismayed at his ancestor’s treachery, Right now, Noliss thinks he can best anyone, and he
Noliss is intrigued. Not only will his relationship to loves the idea of being linked to powerful fiends. After
the royal family make it easier to justify his rise to the his little diatribe, he launches a fireball into the party
throne, but perhaps he can use Severi’s reputation to (note that Lortes probably fries).
lever the fiends into a position to help him. Noliss k Count Noliss von Denn, Male Human
revels in the knowledge of being linked to these pow- Ari2/Wiz7: CR 8; Medium-size Humanoid; HD
erful devils and demons, and after about an hour’s 2d8+2 plus 7d4+7; hp 41; Init +4; Spd 30 ft.; AC 22
thought, resolves to put a plan into motion. The only (touch 18, flat-footed 21); Atk +4 melee (1d4/crit
problem is witnesses. The PCs must be eliminated. 19–20, dagger); SA spells; AL LE; SV Fort +3, Ref +4,
Noliss watches them approach his hunting lodge Will +9; Str 10, Dex 10, Con 12, Int 17, Wis 13, Cha 14.
along the narrow, 10-foot-wide dirt trail along which Skills: Bluff +7, Concentration +8, Diplomacy +9,
Lortes guides them. When they get within a minute or Innuendo +6, Knowledge (arcana) +10, Knowledge
so of his cabin, he casts the following spells on him- (nobility and royalty) +15, Knowledge (the planes)
self, in the following order: fly, protection from arrows, +15, Listen +8, Read Lips + 8, Scry +10, Spellcraft +10,
mage armor (making his AC 15) and finally shield Spot +8. Feats: Alertness, Brew Potion, Improved Ini-
(increasing his AC to 22 while it lasts). He then exits tiative, Lightning Reflexes, Scribe Scroll, Skill Focus
the lodge and moves to meet the party. At this point, (Diplomacy), Spell Focus (Evocation).
read or paraphrase the following. Spells Prepared (4/5/4/3/1; base save DC= 13 + spell
level): 0—arcane mark, detect magic, mage hand, prestidig-
The door to the large hunting lodge opens, and itation; 1st—burning hands, mage armor, magic missile
Count Noliss himself steps out. He smiles pleas- ×2, shield; 2nd—blindness/deafness, flaming sphere*,
antly as he approaches you, his boar medallion Melf ’s acid arrow, protection from arrows; 3rd—fireball*, fly,
bouncing against his chest. “Greetings, friends,” he slow; 4th—Evard’s black tentacles.
says when he reaches you. “I have been awaiting *The base DC for these spells is 15 + spell level, due
your return with great anticipation. What have you to Noliss’s Spell Focus (Evocation) feat.
discovered?” Possessions: The count wears a plain gold +1 ring of pro-
tection and always carries various other magical imple-
Note that Noliss radiates magic like a beacon to ments, including a crystal-tipped wand of color spray (36
anyone detecting for it. charges remaining) and a wand of magic missiles (5th-
Noliss already knows what the journals contain and level, 8 charges). He also has scrolls of dispel magic, fly,
what the party encountered in the keep, but if the PCs hold person, and web on his person, which he won’t hes-
wish to debrief him he listens politely and pretends to itate to use if the situation warrants (he can always

37
scribe more). He has a potion of cure moderate wounds up to you, but the journals provide them with some
and a potion of gaseous form, both of which he uses to degree of leverage. The king might also reward the
save himself if things get sticky. party if they return the prince’s signet ring; choose a
Treasure: Besides his magic, Noliss wears fine robes suitable treasure or magic item worth around 2,000 gp.
and jewelry, worth a total of 2,000 gp. The value of Characters might want to track down Noliss, if he
these probably drops if Noliss is hit with damaging survives. The problem is that the tricky count will
area spells like fireball or lightning bolt, or generally already have started the process of “clearing his name,”
chopped to bits, at your discretion. spreading rumors about the low character of the PCs
Tactics: Noliss currently dreams of taking the in order to discredit any claims they make. If the party
BLOODLINES

throne and summoning devils and demons up from lets Noliss live, they’ve made a dangerous enemy.
the Nine Hells and the Abyss, so his mind isn’t exactly
focused. He also looks forward to finally using his Luke Johnson lives in Salt Lake City, UT where he is pre-
arcane powers, which he has been studying in secret tending to be a professional actor, improviser, and author. He
for so long, and he doesn’t really believe he can lose. swims with sea turtles.
However, if reduced to 10 hit points or less, he realizes
he’s in for it and flees as best he can (shouting dire
threats at the characters all the while). HUECUVA TEMPLATE
It’s assumed that the PCs have had a chance to rest The huecuva template is reprinted from issue #86’s
after battling the undead prince. You might wish to “Rana Mor,” by Rich Baker. It has been updated where
tweak the time of day so that the characters emerge necessary.
from the keep at dusk so they want to make camp Huecuvas (Hweh-kew-vahs) are undead creatures
before setting out for the count’s lodge. If their created from clerics, druids, paladins, or monks who
resources are still depleted from combating the have failed in their vows. As punishment for their
mohrg, Noliss might make short work of them. On heresies, they are doomed to undeath. Huecuvas are
the other hand, if the PCs had a fairly easy time in the sometimes created when a good or neutral cleric
keep, they might emerge in the early afternoon, and changes his alignment to evil and dies without seek-
Lortes might urge a quick return to the hunting lodge, ing atonement for his wrongs, or when an evil priest is
eager for a hot meal and a bed to sleep on. Use your subjected to a particularly powerful curse by his
best judgment when determining when to begin the patron deity.
final encounter. Huecuvas retain dim memories of their old lives and
are often found in desecrated shrines and broken tem-
ples, existing in a mockery of their former orders.
CONCLUSION They often have abilities that parody or pervert those
After slaying or driving off the count, PCs might wish they had in life. They hate all living things, but espe-
to investigate the hunting lodge. They’re free to do so, cially good-aligned priests.
although there isn’t much of interest inside. It’s a Huecuvas appear as humanoid skeletons wrapped
sturdy wooden structure filled with stuffed animal in tatters of their former vestments. Like any ancient
heads and hunting trophies (worth 1,000 gp total). The undead, their garments and equipment are tarnished
only thing of real value is the scrying mirror set into and corroded with age.
the count’s desk; unfortunately, Noliss was able to con-
tract a particularly indebted sorcerer to weave a contin- CREATING A HUECUVA
gency-type effect into the mirror. If it is ever touched “Huecuva” is a template that can be added to any
by anyone aside from Noliss, it instantly teleports back humanoid creature (hereafter referred to as the “base
to the count’s manor house. The mirror resides in creature”) with at least one level in the cleric, druid,
Noliss’ study, a room which is arcane locked at 7th-level paladin, or monk classes. The creature’s type changes
but otherwise accessible. Also in this room is Noliss’ to undead. Unlike lichdom, which preserves the intel-
spellbook, containing all his prepared spells plus lect and powers of the base creature, the transforma-
arcane lock, web, and hold person. tion to a huecuva exacts a terrible toll on the victim.
What now? That depends on the whims of the play-
ers, and on whether or not Noliss survived. If he did, Hit Dice: Increase to d12.
he’s probably plotting some nasty revenge against the Speed: Same as the base creature.
party and fine-tuning his plan to take over the king- AC: The base creature’s natural armor increases by
dom. The characters might wish to inform the king of +4. Huecuva often wear the armor they wore in life,
this threat; whether or not he takes them seriously is especially armor intended for ceremonial purposes.

38
Attacks: The huecuva retains all the attacks of the attack bonus or base saving throw bonuses. Thus, a
base creature and also gains a slam attack if it doesn’t 5th-level cleric becomes a 7th-level cleric upon
already have one. becoming a huecuva, gaining commensurate increases
Damage: Huecuvas have slam attacks. If the base in base attack bonus and saving throw bonuses.
creature does not already have a slam attack, use the Huecuva have access to the Death and Evil domains.
values listed in the table below. A base creature with A creature that becomes a huecuva also experiences
natural attacks retains its old damage rating or use the a shift in alignment, becoming evil and corrupt as a
values below, whichever is better. result of its journey into undeath. The specific align-
ment varies depending on the circumstance of the

BLOODLINES
Size Damage huecuva’s undeath, but the creature’s alignment on the
Fine 1 good-evil axis must always be evil. Note that a change
Diminutive 1d2 in alignment might remove access to certain class abil-
Tiny 1d3 ities (such is automatically the case with paladins who
Small 1d4 become huecuvas).
Medium-size 1d6 Paladin huecuvas are distinct in another way. Fallen
Large 1d8 from grace, they gain special abilities much like fallen
Huge 2d6 paladins who become blackguards. See Table 2–12:
Gargantuan 2d8 Fall Paladin Blackguard Abilities in the DUNGEON
Colossal 4d6 MASTER’s Guide, page 32, to determine a paladin become
huecuva’s special abilities.
Special Attacks: A huecuva retains all the special Saves: Same as the base creature.
attacks of the base creature. In addition, huecuva Abilities: Change from the base creature as follows:
expose any victims hit with a natural attack to a deadly Str +2, Dex +0, Int –6, Wis +2, Cha +2. As undead crea-
disease known as huecuva blight. tures, huecuva have no Constitution score.
Huecuva Blight (Su): Fortitude save (DC 10 + 1/2 Skills: Same as the base creature.
huecuva’s Hit Dice), incubation period one day, Feats: Huecuvas gain the Toughness feat for free.
damage 1d2 temporary Strength and 1d2 temporary Otherwise, same as the base creature.
Constitution. An infected victim must make a saving
throw each day. The effects of huecuva blight are Climate/Terrain: Any land and underground
cumulative each day until the victim reaches 0 Consti- Organization: Solitary or gang (2–12)
tution (and dies), makes two consecutive successful Challenge Rating: Same as the base creature +2
saves, or receives magical treatment (such as a remove Treasure: Standard
disease spell). Alignment: Any evil
Special Qualities: Huecuvas retain all the special Advancement: By character class
qualities of the base creature and also gains the undead
The 1st Edition huecuva
type. They also gain the following additional qualities. from the Fiend Folio.
Turn Resistance (Ex): A huecuva has turn resist- by Russ Nicholson.

ance +2.
Damage Reduction (Ex): A huecuva has damage
reduction 15/silver.
Darkvision (Ex): A huecuva has darkvision to a
range of 60 feet.
Class Abilities: A huecuva retains access to all of
the abilities of any classes it possessed in life, pro-
vided the alignment change doesn’t prevent access to
those abilities.
In addition, a huecuva gains the ability to cast divine
spells as a cleric with levels equal to the base creature’s
Hit Dice. So a 2nd-level human druid who becomes a
huecuva gains the spellcasting ability of a 2nd-level
cleric in addition to its druid spellcasting ability
(although it remains a 2-HD creature). A cleric who
becomes a huecuva gains two more cleric levels,
including 2d12 more HD and any increase in base

39
THE LAST HUNT
BY JAMES WILBER
ARTWORK BY RON SPENCER • CARTOGRAPHY BY CRAIG ZIPSE
THE LAST HUNT

w Magic Items d Monsters k NPCs s Objects c Settlements a Traps

“The Last Hunt” is a short D&D adventure for four for travel. When she is certain that human presence
4th-level characters. Having a barbarian, druid, ranger in the woods is minimal, her goblin tribe can move in
or someone with woodland skills would be helpful, secretly and establish a base of operations her clan
but it isn’t necessary to play the adventure. This can later expand into a settlement.
module can be set in any feudal style campaign area
with a temperate forest.
ADVENTURE SYNOPSIS
Sir Harold Algen, Lord Algen’s son, asks for the char-
ADVENTURE acter’s help. Harold believes, probably with good
BACKGROUND cause, that his father is much too old to be hunting
Twice now, local woodsmen have been found slaugh- big game. He offers them a total of 150 gp, and the
tered by a gigantic, ferocious, man-eating bear. No right to hunt and trap on his land, in exchange for
one was able to determine the perpetrator of the the PCs escorting his father on his last hunt. The PCs
attacks, until the third time, when an old lumberjack, are to pose as huntsmen, hired to track the bear, all
Evrehm, was able to climb a tree and wait until the the while making sure that Lord Algen never
beast lost interest. When he could finally escape, becomes endangered by the creature.
Evrehm knew exactly what he should do. Instead of Of course, things get complicated. To start with,
going to his own lord, he went to the neighboring Lord Algen is aware of his son’s concern; he might
fiefdom and told Lord Algen of the mad bear. not have the same spring in his step, but his mind is
Lord Johannes Algen has been fond of hunting all as sharp as it has ever been. He doesn’t like the notion
his life. His skills at tracking and hawking are known of having “babysitters” and intends to lose the party
to all who make their living from the woods. His col- at the first opportunity.
lection of trophies is said to be the most impressive To make things worse, the bear actually inhabits a
display of wild animals outside of the Royal Zoo. part of the forest owned by one Lord Fernier. Lord
Even though Lord Algen is no longer young, he Fernier has witnessed Lord Algen stomping through
cannot resist the chance at one last trophy. his lands for the last time. He gets word of Lord
Unbeknownst to everyone, the bear has not been Algen’s latest quarry and intends to put an end to his
attacking randomly. A goblin druid by the name of poaching once and for all.
Sheesek has been using dominate animal spells to pro- The goblin Sheesek is also aware that a hunt is on
voke the creature into attacking. Sheesek wants to and intends to protect the bear, which is the fiercest
make a new home for her tribe—the Biting animal at her disposal, by setting traps for the would-
Wildlings—in the wood. She knows that until her be hunters. She does what she can to keep the goblin
tribe is able to establish a fortified base, the human presence in the wood a secret, but attacks openly
lords in the area will easily push them out. She with her band of goblin scouts if things take a turn
intends to set up a series of animal attacks, making for the worse.
the locals believe that the woods are too dangerous

40
THE LAST HUNT
ADVENTURE HOOKS take through the forest. Lord Algen wishes to spend
The adventure assumes that the PCs encounter Lord two days hunting in the forest. When the characters
Algen and his son while traveling. If this does not suit camp for the night, they are ambushed by the goblins
your needs, the characters can also become involved (see the “Goblin Scouts” sidebar).
in several other ways: Because there are only four combat encounters in
• The characters are hired to retrieve a rare herb that this adventure, Encounter Levels are slightly higher
grows in the Chalsem Wood. than normal. You might wish to add to this adventure
• They can come upon Lord Algen traveling through by using the rules on page 133 of the DUNGEON MASTER’s
the woods, learn of the reason for his presence, and real- Guide, Building Wilderness Encounter Tables.
ize that the hunt might be more than he can handle.
• They are tracking a band of goblins that are moving THE MEETING
across country. When they reach the Chalsem Wood, While the characters are traveling, they come to a vil-
they are approached by a woodsman who tells them lage and witness an argument between father and son.
about the bear and Lord Algen. The fellow fears that Read or paraphrase the following:
his lord, who is especially loved by the common folk,
might be in over his head. In the mid-morning, you come upon a picturesque
village. Low cottages with stone walls line the road
and fat cattle move slowly in the fields. Atop a
BEGINNING THE manor house on the edge of town, you see a flag
ADVENTURE flying—a boar’s head on a green field—signaling
“The Last Hunt” consists of five encounters. The first that the lord is in residence.
encounter is the character’s initial meeting with Lord Voices carry from the manor, and you hear the
Algen and his son. The next three encounters—the sounds of an argument. Near the manor stables, you
goblin scouts, the ettercaps, and the meeting with Lord see a peasant holding the reins of a warhorse. Next
Fernier—can occur in any order. The final encounter, to the horse, an old man with gray hair, wearing
with the bear, should be left til the end to preserve its light armor, is struggling with the saddle. Although
impact. It is up to the characters as to which path they his hands seem practiced, he is having a hard time

41
lifting it onto the back of the tall horse. k Si r H a ro l d A l ge n , M a l e H u m a n A r i 3 : CR —;
Behind him, a young man dressed in fine clothing Medium-size Humanoid (5 ft. 10 in. tall); HD 3d8; hp
of green and gold is yelling to get the old man’s 17; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10;
attention. Atk +3 melee (1d4/crit 19–20, masterwork dagger); AL
“Father! Father!” He pauses, struggling for the right LG; SV Fort +1, Ref +2, Will +6; Str 10, Dex 12, Con 10,
words. “My Lord!” Int 14, Wis 12, Cha 16.
The old man stops and looks back at him grimly. Skills: Bluff +9, Diplomacy +11, Gather Information
“Father, please—there are other men worthy of +9, Innuendo +7, Knowledge (nobility and royalty) +8,
the task.” Listen +7, Sense Motive +9. Feats: Iron Will, Skill Focus
THE LAST HUNT

The old man looks at him grimly, “Aye, perhaps, (Diplomacy), Skill Focus (Sense Motive).
but this bear is a killer. He has killed before, and Possessions: masterwork dagger, noble’s outfit, 150 gp
he’ll kill again. It is my right, and my duty.” in pouch.
“Please father,” the young man says again. “Let me Sir Harold is a handsome man, about twenty-five
at least find you some huntsmen.” years old, with brown hair and blue eyes. The charac-
“There is no time,” the old man says with resolve. ters can tell by looking at him that he is no fighter, and
“Now where is my damn spear?” is probably more at home at court than on a hunting
With that, the old man walks into the stable. The trip.
young noble stands there for a moment, deep in Sir Harold truly wants to keep his father safe.
thought. He looks up when he hears the sound of Although the PCs seem to be his last hope, he does not
your approach, and you notice his eyes passing over tolerate abuse or blackmail. Sir Harold uses his Diplo-
your arms and equipment. macy and Sense Motive skills as needed when dealing
His eyes brighten, and he shouts out to you. “You with the characters.
there, hold! I would like a word with you.” He hur- k L o r d J o h a n ne s A l g e n , M a l e H u m a n A r i 4 / Ft r 3 :
ries out to the road to greet you. CR 6; Medium-size Humanoid (5 ft. 10 in. tall); HD
4d8–4 plus 3d10–3; hp 32; Init –1; Spd 30 ft.; AC 16
The young nobleman is one Sir Harold Algen. touch 9, flat-footed 16; Atk +7/+2 melee (1d8/crit ×3,
Creatures: Although wary of the PCs, Sir Harold has masterwork shortspear), or +6/+1 ranged (1d8/crit
little choice but to try and get their help. He asks them ×3, composite longbow with masterwork arrows); AL
their business first, trying to get a feel for the group’s CG; SV Fort +5, Ref +1, Will +8; Str 10, Dex 9, Con 9,
general alignment. He then tells them the story of the Int 14, Wis 16, Cha 15.
bear and tries to enlist their aid. He explains his Skills: Diplomacy +6, Handle Animal +8, Hide +2,
father’s need for assistance and simply offers what he Knowledge (nature) +8, Listen +11, Move Silently
has: 150 gp and hunting rights on Algen lands. +12*, Ride +5, Spot +11, Wilderness Lore +12. Feats:
Shortly after the negotiations, Lord Algen returns Alertness, Great Fortitude, Mounted Combat, Ride-By
from the stables with his spear. Attack, Spirited Charge, Track.

pqqqqrs

SCALING THE ADVENTURE • Make Sheesek 7th level and make all of the goblins 1st-
“The Last Hunt” is designed for four 4th-level PCs, but it level rangers.
can be modified for parties of different sizes or levels. The • Give the ettercap two more monstrous spiders.
adventure can be scaled by raising or lowering the levels of • Raise Lord Fernier to 8th level.
the main antagonists and adding or removing some of their 7th- and 8th-level PCs: Run the adventure as written, but
subordinate creatures. with the following additional changes:
Consider adapting the adventure as follows: • Makes Sheesek 8th level and give her a 5th-level goblin
2nd- and 3rd-level PCs: Run the adventure as written, but barbarian or ranger bodyguard.
with the following additional changes: • Add two more ettercaps and two more monstrous spi-
• In area 1, take away one of the ettercaps and half of the ders. Make one of the spiders Huge (instead of Large).
traps. • Raise Lord Fernier to 9th level, and make all of his com-
• Lower Lord Fernier to 4th level. panion knights 4th-level fighters.
• In area 3, lower Sheesek to 4th level and take away the Remember that changing the Encounter Levels should
goblin scouts. raise or lower the amount of treasure in the adventure.
5th- and 6th-level PCs: Run the adventure as written, but Consult page 170 in the DUNGEON MASTER’s Guide (Tables 7-
with the following additional changes: 2, 7-3, and 7-4) to determine treasure appropriate to the
new encounters.
pqqqqrs
42
*Lord Algen receives The Chalsem Wood
a +10 circumstance
bonus to Move Silently
checks due to his boots of
elvenkind. Blodgett Fallen Trees
Creek
Possessions: +1 studded
leather armor, +1 large
wooden shield, boots of
elvenkind, masterwork

THE LAST HUNT


shortspear, composite
longbow with 50 mas- 1
terwork arrows, heavy
warhorse, tent, bedroll, Standing Stones
2 day’s worth of trail
rations.
Lord Algen look like
an old veteran. He has
thick, brown hair with 2
patches of gray and
bright blue eyes. He is 3
sixty-three years old and
has the physical shape
of a man who was prob-
ably much stronger and Old Woodman’s
healthier at one time in Shack
his life. It is readily
apparent to anyone who One Mile
deals with him for any
length of time that he is
not quite as physically
able as he used to be, but he is still a formidable man. THE WOOD
At first, Lord Algen is quite friendly, striking up con- The Chalsem Wood is a small, old-growth forest that
versations with anyone in the party who looks like she lies directly adjacent to Lord Algen’s lands. There are
knows the woods. This is just a ruse: He doesn’t need no roads in the forest, but it does have many winding
any “babysitters”; he intends to hunt this beast alone, game trails that are easy to follow. Riding a horse on
as he has in the past. the game trails is easy enough, but anytime a character
Development: When his father returns, Sir Harold wishes to ride through the dense underbrush and
introduces the PCs as trackers, volunteering to help trees, she must make a Ride check (DC 10) to avoid
with the hunt. Use the following description, or role- low branches and fallen trees that could knock her off
play the scene as you prefer. the horse. Riding faster than normal speed, or riding
through the forest during combat, raises the difficulty
The old man returns with an ancient but well-kept on the Ride check to DC 20. In combat, Ride checks
spear and grabs the reigns of his horse. With notice- must be made every round.
able effort he swings himself into the saddle.
Sir Harold stands before him, motioning for the SETTING OUT
party to come forward. Read the following as the characters set out on the hunt:
“My Lord, these fine people have volunteered to
help you track the beast. Will you have them?” Sir This small woodland is quite picturesque. Majestic
Harold says. oak tress and a few small pines provide a cooling
Lord Algen scowls at his son, and then looks at the shade, although they are not dense enough to
party, staring each member in the eye for some make the forest dark. Small animals can be seen
time. “ Trackers, aye? Well, they look capable skittering about, and the pleasant aroma of wild
enough.” He kicks his horse into motion. “Let’s be flowers fills the area.
off; there’s a bear to catch.”

43
Lord Algen smiles and
remarks that this is a perfect
day for hunting.

The characters approach


the wood from the west. Lord
Algen suggests that the PCs
follow the many game trails
that lead through the forest.
THE LAST HUNT

He allows them to pick which


path to take.
De ve l op me nt : Anytime it
seems like the party is not
paying attention, Lord Algen
sneaks off into the woods.
Make opposed checks using
the party’s Spot versus Lord
Algen’s Hide. If he manages
to get away, the PCs have to
track him down using the
Track feat. Finding and catch-
ing up with Lord Algen
requires a Wilderness Lore
check (DC 20), due to his inti-
mate knowledge of the
woods. He attempts to hide
from the party as long as he
can. If caught, he turns into
the grumpy old man that he
really is, although he shows a
grudging respect for the
adventurers.
If the PCs fail to find Lord
Algen when he slips away,
they might find him later on,
after he has gotten himself
into trouble.

GOBLIN SCOUTS (EL 4) or +5 ranged (1d6+1/crit ×3, mighty composite short-


Although Sheesek’s goblin tribe is trying to remain bow [Str +1]); SA favored enemy (humans); SQ darkvi-
hidden, they do not pass up what they perceive as an sion 60 ft.; AL NE; SV Fort +3, Ref +3, Will +1; Str 12,
easy kill. Her scouts, Glub and Mokar, find and attack Dex 17, Con 13, Int 10, Wis 12, Cha 6.
anyone spending the night in the woods. Skills: Hide +9, Listen +5, Move Silently +9*, Spot +5,
Crea tures: The goblins prefer to wait until a foe is Wilderness Lore +5. Feats: Point Blank Shot, Track.
encamped before attacking. They attempt to stay out *Goblins receive a +4 racial bonus to Move Silently
of the range of any light source the party might have, checks.
spreading out in a circle to surround the encampment Possessions: potion of cure light wounds, chain shirt,
(make opposed Spot versus Hide rolls, modifying for small wooden shield, masterwork short sword, mighty
darkness). composite shortbow [Str +1] with 40 arrows, three
d G lu b and Moka r, Ma l e Gobl in Rgr1 ( 2 ): CR 1; flasks of alchemist’s fire, sack with 1d10 sp.
Small Humanoid (goblinoid) (4 ft. tall); HD 1d10+1; d Goblins (4): hp 6, 5, 4, 4, 4, 3; Monster Manual 107.
hp 13, 11; Init +3; AC 19, touch 14, flat-footed 16; Atk All goblins in the scouting party have shortbows
+4 melee (1d6+1/crit 19–20, masterwork shortsword), instead of javelins.

44
Tact ics: The goblin scouts begin the attack by lob- After someone falls in the trap, the first ettercap
bing their jars of alchemist’s fire at any tents (AC 4) or starts jumping up and down, screeching in a hissing
those sleeping out in the open. They then attack with Common, “Flesh, flesh!”
their bows. If any of the characters charge the goblins, It then waits for the party to chase after it. It runs in
they attempt to swarm a lone PC. If half or more of the a circle, passing as close as it can between the other pit
goblins are killed, they fade into the night, separating traps (same as above)—sometimes leaping corners of
to throw off pursuit. the traps or otherwise passing through the trapped
squares without setting them off—and the nets of
1. ETTERCAP’S TRAP (EL VARIABLE) webbing that the two monstrous spiders have made in

THE LAST HUNT


Sheesek the goblin has made a loose alliance with a an attempt to catch its pursuers (for rules on mon-
pair of ettercaps and their two monstrous spider pets strous spider webs, see the Monster Manual, page 208).
that live within the forest. From time to time, she The ettercap attempts to make a complete circle past
brings the ettercaps food and the ettercaps have the traps, where the second ettercap is waiting. Hope-
agreed to leave the bear and her goblins alone. Sheesek fully, after it has thrown off enough pursuers, the two
has also ordered her goblin troops to dig pit traps to ettercaps turn and attack those who remain. If the first
help the ettercaps catch prey. ettercap gets cornered, it climbs a tree and the second
The bear’s tracks lead right to this area. Sheesek ettercap then reveals itself to draw the party’s attacks.
herds it through the ettercaps’ lair every day to insure Meanwhile, the monstrous spiders attack anyone
that fresh tracks lead any interlopers toward the etter- caught in the pits or the webs. The spiders bite and
caps and their spiders. then retreat, per their training, either climbing back
Traps (EL 1/2 each): The pits are covered with old into the trees or moving on to the next victim, waiting
spider webbing, with fallen leaves and sticks woven in, until their poison takes its full effect.
making them camouflaged. The pit on the trail is large Treasure: With a successful Search check (DC 20),
enough for a horse to fall in. the PCs find the corpse of a ranger, covered in old web-
a Pit Traps (10 ft. Deep): CR 1/2; no attack roll nec- bing. All of the equipment on the corpse is useless, but
essary (1d6); Reflex save (DC 20) avoids; Search (DC it has 300 gp in a pouch.
20); Disable Device (DC 20). Ad-hoc XP Award: Award 10% more experience for
Creatures (EL 7): the goblins have warned the etter- defeating the ettercaps and spiders due to the
caps that a group of hunters will soon
be entering the forest and the crea-
tures have been on alert since then. The Ettercaps’ Trap
Pit
d Ettercaps (2): hp 27, 25; Mon- Pit
ster Manual 88.
d Large Monst rous Spiders (2) :
hp 26, 24; Monster Manual 210.
T a c t i c s : The ettercaps have
devised some fiendish tactics for Pit
killing groups of prey (refer to the
encounter map). The two mon-
strous spiders wait, hiding up in the
trees above the game trail. Let PCs
make Spot checks versus the Pit
spider’s Hide checks; the spiders Pit
S
Pit
receive a +4 circumstance bonus to S
their rolls due to their familiarity
with the terrain.
The ettercaps wait on the ground,
also hiding and receiving the cir-
cumstance bonus, about 40 feet east Pit
of the trail. They wait until some-
one either finds or falls into their
large pit trap, which is probably the
first person passing through. 20 Feet

45
challenge of battling the creatures in terrain that heav- k Lord Fernier’s Knights, male humans Ftr1
ily favors them. (6): CR 1; Medium-size Humanoid (5 ft. 10 in. tall);
HD 1d10+2; hp 12, 10, 8, 8, 7, 6; Init +1; Spd 20 ft.; AC
2. LORD FERNIER’S PARTY (EL 4) 18, touch 11, flat-footed 17; Atk +4 melee (1d8+2/crit
Read the following text, when the characters approach 19–20, longsword); AL N; SV Fort +4, Ref +1, Will +1;
the encounter area. Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills: Handle Animal +3, Knowledge (nobility and
The sound of approaching horses and the clanking royalty) +2, Ride +5. Feats: Mounted Combat, Ride-By
of armor breaks through the stillness of the forest. Attack, Weapon Focus (longsword).
THE LAST HUNT

Lord Algen winces, as if he knows what is Possessions: chain mail armor, large steel shield, mas-
approaching. terwork longsword, net, pouch with 20 gp, heavy
Six men in chainmail armor led by a man in plate, warhorse.
all mounted, step clear of the underbrush and Development: The party can resolve this encounter
approach your party. The lead man has a sneer on with good roleplaying and/or Diplomacy skill
his face and anger in his eyes. checks. Lord Fernier’s attitude is currently Hostile; in
He rides straight up to Lord Algen, pointing an order to persuade him to let Lord Algen continue his
accusing finger at him. hunt, the PCs must succeed at Diplomacy checks to
“ That’s it Algen! I have had enough of your move his attitude to Friendly. The characters can
poaching!” retry as often as they like, making a check for every
few minutes of conversation. The characters can help
Of course, if Lord Algen has given the PCs the slip, their task by giving in to some of Lord Fernier’s
modify the read-aloud text accordingly. You can opt to demands. For each demand, the characters receive a
have the PCs encounter Lord Fernier alone in such an bonus to their Diplomacy checks, these bonuses are
instance, or perhaps with the sullen Lord Algen in tow. cumulative.
The party encounters Lord Fernier and his men in a 1. Make Lord Algen agree to never hunt on his land
clearing large enough for their horses to move about. again. This requires that the characters succeed at a
Creatures: You should make it clear that none of the Diplomacy check (DC 12) with Lord Algen (+4 bonus).
men have drawn their weapons. This should be strictly 2. Make Lord Algen apologize for trespassing. This
a roleplaying encounter. If the PCs draw weapons, requires that the characters succeed at a Diplomacy
Lord Fernier raises his hand in a motion to parley. If check (DC 15) with Lord Algen (+2 bonus).
the PCs press the attack, the knights and their lord 3. Make Lord Algen pay 100 gp in restitution. This
defend themselves, while Lord Algen looks shocked requires that the characters succeed at a Diplomacy
(no action for 1 round), then defends Lord Fernier check (DC 15) with Lord Algen (+2 bonus).
against the characters (he actually likes his neighbor- 4. Agree to give him the meat from any animal that
ing lord—mostly). is killed this day, but Lord Algen can keep the head.
k Lord Vincent Fernier, Male Human Ari6: CR 3; Lord Algen agrees to this (+2 bonus).
Medium-size Humanoid (5 ft. 8 in. tall); HD 6d8; hp The characters can also receive a +4 bonus to their
28; Init +2; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Diplomacy checks by reminding Lord Fernier that the
Atk +7 melee (1d8+2/crit 19–20, +1 longsword); AL bear has killed before and might kill again.
LG; SV Fort +2, Ref +4, Will +6; Str 13, Dex 14, Con 10, The party should receive experience points for suc-
Int 12, Wis 9, Cha 15. cessfully negotiating with Lord Fernier as if they had
Skills: Bluff +9, Diplomacy +11, Handle Animal +9, defeated him and his men in combat. If the party fails
Innuendo +7, Knowledge (nobility and royalty) +8, in its negotiations, but insists on continuing the hunt,
Ride +9, Sense Motive +8. Feats: Iron Will, Mounted Lord Fernier and his men attack, trying at first to
Combat, Ride-By Attack, Weapon Focus (longsword). subdue the characters. Three of Lord Fernier’s men
Possessions: +1 large steel shield, +1 longsword, potion of have brought nets, in case the old man caused trouble.
cure moderate wounds, masterwork full plate armor, They use these on the PCs but they are not proficient
pouch with 20 pp, heavy warhorse. in their use (–4 on attack rolls, see Player’s Handbook
Lord Fernier wears ornate plate armor and rides a page 102 for rules on nets). The knights use lethal
black warhorse. He is a handsome man in his early thir- force if it is used upon them. If the negotiations fail
ties, with brown hair and a thin beard and moustache. and the PCs leave the area, only to return later and
Lord Fernier is angry, but he is also lawful good. He continue their hunt, they do not encounter Lord Fer-
won’t attack but defends himself if necessary. He feels nier again, but also receive no experience points for
that he has been wronged and wants satisfaction. the encounter.

46
Killing Lord Fernier and his men is a bad idea. If the 16, Con 13, Int 12, Wis 15, Cha 8.
knights attack and the PCs don’t just surrender, Lord Skills: Animal Empathy +8, Concentration +10,
Algen uses the opportunity to run, heading home as Handle Animal +8, Hide +7, Intuit Direction +11,
fast as he can (as opposed to aiding Lord Fernier if they Move Silently +7*, Wilderness Lore +11. Feats: Combat
PCs attack first). Killing a lord on his own lands makes Casting, Improved Initiative, Scribe Scroll.
the characters outlaws and murderers. They are *Goblins receive a +4 racial bonus to Move Silently
hunted by the king’s men and a bounty of 1,200 gp is checks.
placed on each of their heads. No respectable mer- Spells Prepared (5/4/4/2; base DC = 12 + spell level):
chant or innkeeper will have dealings with them, and 0—cure minor wounds, detect magic, flare, resistance, read

THE LAST HUNT


Lord Algen and his son disavow having any contact magic; 1st—entangle, magic fang, obscuring mist, summon
with them. Even if the PCs leave the kingdom, bounty nature’s ally I; 2nd—flaming sphere, heat metal, summon
hunters chase them for some time to come. swarm, tree shape; 3rd—contagion, dominate animal.
Possessions: +1 small wooden shield, +1 sickle, wand of
3. THE BEAST (EL VARIABLE) cure light wounds (25 charges), potion of blur, potion of
Read the following when the party arrives at the endurance, scroll of barkskin (×4), scroll of bull’s strength
encounter area: (×4), scroll of dominate animal, leather armor, sling
with 20 sling bullets, pouch containing 25 gp and a 50
In a small clearing you see a gigantic bear, 12 feet gp gem (bloodstone).
long, with teeth as long as a man’s forearm. It sniffs Sheesek is an older, gray-haired, orange-skinned
the air and paws at the ground, then charges goblin with crooked teeth. She wears many feathers
straight at you! and necklaces made out of bone.
Sheesek’s two main goals are making the woods as
If Lord Algen slipped away from the PCs earlier, he dangerous as possible and keeping her band’s presence
is here, having arrived just before the characters, and a secret. Sheesek can speak Common.
readying a charge against the bear. Sheesek’s animal companions are three dire badgers.
Creatures (EL 5): Sheesek and her goblin scouts The goblins with Sheesek use bows at long range
have been following the bear all day, waiting for the instead of javelins.
characters to find it. When the goblins hear the char- d Dire Badgers (3): hp 26, 25, 25; Monster Manual 56.
acters approaching, (which should be automatic d Glub and Mokar, Male Goblin Rgr1 (2): hp 13,
unless the party is purposefully moving quietly), 11; see “Goblin Scouts” for complete statistics.
Sheesek casts dominate animal, magic fang, and bull’s d Goblins (5): hp 7, 6, 5, 4, 4, 4, 3; Monster Manual
strength from one of her scrolls, on the bear. Then 107.
Sheesek and the goblins hide in the woods. Tactics: The bear charges the nearest opponent and
d Bear, Brown (advanced): CR 4; Large Animal fights until slain.
(12 ft. long); HD 8d8+32; hp 72; Init +1; Spd 40 ft.; AC The PCs might Spot the goblins in the woods with
15, touch 10, flat-footed 14; Atk +14 melee (1d8+8, 2 successful Spot checks, opposed by the goblins’ Hide
claws) and +9 melee (2d8+4, bite); Face/Reach 5 ft. × checks. When someone sees the goblins, or if the bear
10 ft./5 ft.; SA improved grab; SQ scent; AL N; SV Fort is slain, the goblins begin shooting their shortbows at
+10, Ref +7, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis the party. The goblin scouts stay beside Sheesek to
12, Cha 6. defend her, using their bows. When the goblins begin
Skills: Listen +4, Spot +7, Swim +14. their attack, Sheesek immediately casts entangle on the
Improved Grab (Ex): To use this ability, the bear party. She then casts barkskin from her four scrolls on
must hit with a claw attack. any nearby goblins, and bull’s strength from her remain-
Creatures (EL 7): The goblins wait to attack, ing scrolls on her dire badgers. If there is time, she
unwilling to reveal their presence until their prize drinks her potions of blur and endurance. She then
bear has been slain or they have been spotted. attacks the party with heat metal and flaming sphere
d Sheesek, Female Goblin Drd6: CR 6; Small spells. If she reaches less than 5 hit point, she casts
Humanoid (goblinoid) (3 ft. 10 in. tall); HD 6d8+5; hp obscuring mist and attempts to escape.
33; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; Note that if the PCs have spent one night in the
AC 18 (+1 size, +2 armor, +2 shield, +3 Dex); Atk +6 wood, they’ve probably already been attacked by some
melee (1d6+1, +1 sickle); or +8 ranged (1d4, sling); SA of the goblins (see the “Goblins Scouts” section for
spells; SQ nature sense, animal companion, woodland details). Adjust the goblins’ numbers according to any
stride, trackless step, resist nature’s lure, wild shape losses they’ve suffered already at the hands of the PCs.
2/day; AL NE; SV Fort +6, Ref +5, Will +7; Str 10, Dex

47
Ad-hoc XP Award: Give the PCs 25% more experi- PCs have made a dangerous enemy in the Biting
ence for defeating the bear, due to its advanced state. Wildlings. The tribe is furious at the loss of their
potential new stomping grounds, and they might take
their frustration out on both the surrounding country-
CONCLUSION side and the PCs. If the PCs have opted to set up a base
If the party defeats the bear and the goblins, Lord of operations in the area, the goblin tribe and their
Algen takes his trophy and goes home, swearing that allies could make excellent recurring villains. Ω
his hunting days are over. Lord Algen’s son is relieved
to see his father back in one piece and offers the party James Wilber would like to thank Ty, all the Origins’ playtest
THE LAST HUNT

the reward even if he did not hire them in the first group, and anyone who has played in a Big Daddy Thwak’s
place. Millennial Army event. See you next Con!
The PCs now have a sizable boon in the form of
hunting rights on Lord Algen’s lands. They can profit
from this themselves, hunting and selling wild game
and furs, or even sell the rights for up to 3,000 gp, if the
right buyer could be found. The characters might even
want to set up a home base here to take advantage of
their rights.
If Lord Algen is slain during the adventure, his son
blames the PCs. He goes out of his way to tarnish their
reputations with the local nobility.
If Sheesek or any of her goblin lackeys escape, the

ISSUE #95 PREVIEWS


BEYOND THE LIGHT OF REASON
by Caine Chandler
The city of Rutherton has known many years of peace due to
the holy flame that shelters their small town. But now a vio-
lent storm has extinguished the brilliant flame and the city is
threatened from a powerful foe. Can the PCs race into a
deadly mine and rekindle the Light of Reason in time to stop
this villain? And what waits for them within the bowels of the module will be presented in a special sealed section of the
mountain? Only a perilous journey will reveal the answers. magazine. The module is a D&D adventure for four 10th-level
"Beyond the Light of Reason" is a D&D adventure for four PCs but is adaptable for characters of levels 7–13.
13th-level PCs but is adaptable for characters of levels 9–17.
HOLLOW THREATS
THE PORPHYRY HOUSE HORROR by Richard LJ Pett
by James Jacobs A marauding dragon turtle is terrorizing towns up and down
The pirate town of Scuttlecove has always been a haven for the coast, and towns are being evacuated everywhere. The
the deviant, criminal, and downright evil of the world. But a PCs, visiting such a town, hear that the creature is headed this
new darkness has invaded the town. A secret cult has begun way, and the village of Fogly is in a panic. Just beginning their
abducting young woman from the mainland for some dark adventuring careers, the PCs are still the only hope for the
purpose, and it's up to the PCs to find out what. Scuttlecove is small hamlet; they can either hide like the rest of the town, or
a dark place, however, and the city has no place for mercy or rise to the occasion and try to defeat the terrifying beast. But
tenderness in its heart. Can the characters wade through its is everything as it seems? Strange events precede the crea-
cannibalistic street gangs and the dark rulers of the town and ture's arrival, and only astute characters will note that some-
its island, among other threats, to reach their goal and thing is amiss. Can the mystery be solved before the dragon
uncover the mystery of the kidnappings? "The Porphyry turtle arrives to lay waste to quiet Fogly? "Hollow Threats" is a
House Horror" is an adventure in support for The Book of D&D adventure for four 1st-level PCs but is adaptable for
Vile Darkness. Intended for mature audiences only, the levels 2–5.

48
THE EXCAVATION
BY MICHAEL T. KUCIAK
ARTWORK AND CARTOGRAPHY BY RICHARD WHITTERS
EXCAVATION
THE

w Magic Items d Monsters k NPCs s Objects c Settlements a Traps

“The Excavation” is a Side Trek adventure for four 3rd- that might earn it a ticket back to the Abyss. Wretch
level PCs. Parties with stealth abilities and at least one would have to make its own way in the world.
cleric are recommended. “ The Excavation” can be As janitor, Wretch possessed a set of keys for every
inserted into any campaign with temperate, forested door in the keep. It knew of a cache of magical items
hills. in the basement. But the holy items in the keep made
going inside highly uncomfortable. Then Wretch
struck on a plan—why not dig from outside?
PREPARATION So, for the past two weeks, Wretch and its zombie
You (the DM) need the core books, including the crew have been excavating the base of the keep. It
Player’s Handbook, DUNGEON MASTER’s Guide, and espe- controls the zombies because Hurazrod’s last com-
cially the Monster Manual. Familiarize yourself with mand (they were just collecting firewood) was, “Do
the dretch and its spell-like abilities prior to running whatever Wretch tells you.” Also, a pair of ghouls that
the adventure. were turned during the attack slunk back. They now
patrol the surrounding area and keep nosy villagers
away.
ADVENTURE
BACKGROUND
Hurazrod the blackguard terrorized the area for years ADVENTURE SYNOPSIS
from his shadowy keep. Last month, a group of good The PCs travel near the sight of Hurazrod’s ruined
paladins, wizards, and clerics showed up to end his evil keep on their way somewhere else or due to the
reign. They defeated Hurazrod, slew his minions, and rumors of ghosts haunting the area. While in the
salted the keep with holy items infused with perma- vicinity of the ruins, they encounter signs that some-
nent consecrate and protection from evil spells. There was thing still lurks in the area. Investigating, they dis-
much rejoicing, and the group rode off into the sunset. cover Wretch and its lackeys digging away. Wretch is
Everybody thought evil had been cleansed from the by no means pleased that someone might come and
keep once and for all, until rumors of a rock-throwing steal its treasures, so it attacks, trying to drive off the
ghost began circulating through local villages. would-be intruders with mysterious harrying tactics.
The “poltergeist” is, in fact, Hurazrod’s janitor. Even When the PCs defeat the dretch, zombies, and ghouls,
blackguards need someone to clean their shadowy they then have the option of exploring the ruins them-
keeps and cook dinner. Being stupid and easily bul- selves or simply continuing with their prior
lied, a dretch seemed the perfect candidate. Unbe- engagement.
knownst to its master, this dretch was a smarter than
the average representative of its species.
Wretch the Dretch, as it was dubbed, was out col- CHARACTER HOOKS
lecting firewood with a few zombies when the holy The best way to involve the PCs is for them wander
strike force attacked. It hid, waited for the dust to through a nearby village and hear the poltergeist
clear, and sat down to decide what to do next. As far as rumor. Hurazrod’s downfall is big news, and they
anybody knew, it was dead along with the rest. Wretch might be interested in his keep. A higher-level paladin
did not want to summon other dretches for help, as or cleric might send a lower-level character of his or

50
her order to check up on the place. Animals
living around the keep might mention the
“ghost” to druids and rangers. Otherwise, the
PCs could blindly happen across the dig site
while traveling.

BEGINNING THE
ADVENTURE

EXCAVATION
An encounter with Wretch and his crew is fairly
straightforward. The ghouls patrol the woods

THE
around the keep. Wretch and the zombies are
digging. If the party fights the ghouls, Wretch
hears the combat and gets ready. If the PCs are
especially lucky or sneaky, they could get to the
keep, surprise Wretch, and make short work of
the whole crew. Wretch is smart and cowardly in
equal measure and has no problem fleeing or
trading information to save itself.

1. KEEP ENVIRONS (EL 4)


When the PCs near the edge of the clearing
around the ruined keep, read or paraphrase the
following.

The forest is unnaturally still here. The natural


sounds you’ve grown accustomed to while
traveling through the forest have all died
away. About 50 feet ahead, it looks like the
trees begin to thin out into a clearing, the size
of which is impossible to discern from this
distance.

The clearing ahead holds the ruin of


Hurazrod’s keep and Wretch’s excavation site.
The silence of the surrounding woodlands is due
entirely to the presence of the undead; no wood-
land creature can tolerate their stench, let alone
their insatiable hunger.
Hurazrod’s minions cleared the area around
the keep in a 100-yard radius. Wretch’s excava-
tion site lies on the southern wall. A 10-foot pile
of dirt and rocks lies next to the tunnel, obscur-
ing it from casual on-lookers. The tunnel is 20
feet from hitting the cellar wall.
Creatures: At this point, the ghouls have
probably already noticed the characters unless
they’ve taken special precautions to stay hidden
and silent. The ghouls patrol in a more-or-less
circular fashion. Make a Listen skill check (DC
10) for the ghouls if the party is traveling nor-
mally, adjusting the DC depending on the party’s
actions (higher if they are cautious). If the
ghouls hear the PCs coming, they Hide and

51
THE RUINED KEEP
EXCAVATION
THE

(Clearing extends
100 yards around
the Keep.)

Hidden Tunnel
Entrance

Rubbish Pile

Move Silently to set an ambush. The PCs notice them 2. FIGHT AT THE KEEP (EL 4)
with opposed Spot and Listen checks, respectively. The ruin of some massive structure occupies the
The ghouls comprise the first of the three groups of center of a clearing roughly 200 yards across.
antagonists the PCs face here. The other two are Stone, earth, and timbers lie in haphazard piles.
Wretch the dretch and the four zombie diggers. Whoever laid waste to this keep was incredibly
They’re found at area 2. thorough. The eerie silence of the forest extends
d Ghouls (3): hp 15, 13, 12; Monster Manual 97. into this open space.
Tactics: The ghouls lie in wait until the group passes
them by, then leap out at the rearmost character. They Creatures: Wretch is fairly smart and has worked
focus their attacks on one target as long as they can, out a defense strategy. If the demon knows the PCs are
hoping to bring someone down. If a character suc- coming it jumps into its defense routine.
cumbs to a ghoul’s paralysis, the ghouls do not con- d W r e t c h t h e D r e t c h : CR 2; Small Outsider
tinue to attack the creature and turn their attention to (chaotic, evil); HD 2d8; hp 13; Init +0; Spd 20 ft.; AC
another opponent. 16, touch 11, flat-footed 16; Atk +3 melee (1d4, 2
Development: If the PCs fight the ghouls, Wretch claws), +1 melee (1d4, bite); SQ damage reduction
hears the combat and prepares. During the day, there’s 5/silver, SR 5, tanar’ri qualities, spell-like abilities,
a 30% chance the PCs miss the ghouls, since they’re summon tanar’ri; AL CE; SV Fort +3, Ref +3; Will +3;
less diligent about patrolling and keeping an eye out Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 11.
for intruders. If the characters do make it through the Skills: Hide +9, Listen +4, Move Silently +5, Spot +2;
ghoul patrol lines without incident and engage Feats: Multiattack.
Wretch and the zombies, the ghouls hear the sound of Tanar’ri Qualities (Ex): Immune to poison and
battle and join the fray in area 2 in 1d4+1 rounds. electricity; cold, fire and acid resistance 20.
Telepathy (Su): Can communicate telepathically

52
with creatures within 100 feet. Wretch knows Abyssal • When the party first appears, Wretch casts darkness
and Common. on a small stone. It uses telekinesis to float the stone out
Summon Tanar’ri (Sp): Wretch refuses to summon from behind the pile. Wretch hopes the party thinks
other tanar’ri unless it’s about to be slain. the moving darkness patch is a creature and wastes
Spell-Like Abilities: At will—darkness, scare, spells and ranged attacks on it. If it works the first time,
telekinesis; 1/day—stinking cloud. Caster level 2nd; save Wretch does the same thing to keep the party thinking
DC 10 + spell level. more “dark spirits” are coming out of the keep.
d Zombies (4): hp 18, 17, 16, 13; Monster Manual 191. • If the party engages the zombies in melee, Wretch
Tactics: Wretch is a paranoid coward at heart, and casts stinking cloud on the fray. The zombies, of course,

EXCAVATION
its tactics reflect this. Once it learns of the PCs’ pres- are unaffected. Wretch saves the cloud until the best
ence, it takes the following actions: moment.

THE
• Wretch climbs up on the debris pile, lays on its • Wretch uses telekinesis to throw stones from the
belly, and peeks over the top, giving itself three-quar- excavation. It can affect up to 50-pound rocks. There
ters cover (+7 AC and +3 Reflex save cover bonuses) are twelve 50-pound stones (2d6 damage) within easy
from one direction. If the PCs circumnavigate the reach, and unlimited 25-pound stones (1d6). Wretch
ruins, Wretch takes a move-equivalent action to move concentrates on spellcasters and archers first. Its
around and maintain cover. PCs can make a Spot attack bonus with hurled stones is +5.
check opposed by Wretch’s Hide check to notice the • The dretch uses scare at anybody climbing the pile.
demon. Wretch receives a +4 circumstance bonus to Wretch can scare at will and does so as much as possible.
this check due to its thorough preparations. The zombies and ghouls battle until destroyed. If
• Wretch orders the zombies to lie down around the combat goes badly, Wretch hits itself with darkness and
pile and wait until PCs come within melee range flees, using scare and telekinesis to keep pursuers at bay.
before attacking. They are easy to spot, although the If the ghouls show up mid-fight, Wretch likely takes
party might not guess them undead until they arise. off in the hopes they can do its dirty work.
The zombies fight to keep attackers off the pile. Smart PCs have a good chance of sneaking up on
(Note: The zombies perform the last order Wretch Wretch and its zombies if they don’t tangle with the
gives them. If, somehow, the PCs kill Wretch before it ghouls. The antagonists are tough only if the PCs wade
can give a command, the zombies lie on the ground into a frontal assault or waste their heavy ammunition
until attacked). on “dark spirits.” Wretch hates melee, and only
If the group manages to get by the ghouls or other- engages as a last resort.
wise conceal their approach to the excavation site, the Remember: between ghoul paralysis and Wretch’s
PCs must still make Spot checks opposed by Wretch’s scare and stinking cloud abilities, one solid round of bad
Hide check to spot the creature. The zombies can be saving throws might doom the whole party. Caution is
spotted easily once the characters move to the appro- the best bet. Also, neither Wretch nor the zombies
priate side of the ruins. Regardless of the PCs’ pursue fleeing PCs beyond the treeline. The ghouls
approach, continue with the following tactics once pursue characters 100 feet past the edge of the clearing
they’re in the clearing proper. but are afraid to wander too far from the keep’s ruins.

pqqqqrs

SCALING THE ADVENTURE 4th- and 5th-level PCs: The adventure as written still pro-
“The Excavation” is designed to challenge four 3rd-level vides a challenge to characters of these levels. However, if
characters, but it can be modified for parties of different you want to increase the difficulty, make the following
sizes or levels. Consider adapting the adventure as follows: changes:
1st- and 2nd-level PCs: The adventure is much too diffi- • Add one ghoul to the patrol party.
cult for such low-level characters. A failed saving throw for • Give Wretch 2 more HD, and add another zombie to the
such a PCs means death in this case. To alleviate these dif- digging crew.
ficulties, modify the adventure with the following changes: 6th- and 7th-level PCs: This adventure doesn’t really chal-
• Instead of three ghouls, the patrolling undead should lenge characters of these levels. Make the following
consist of 1–2 ghouls and 1–2 skeletons (but no more than changes to increase the difficulty of the adventure:
three total creatures). • Make the ghouls ghasts, and add one ghast to the
• Instead of four zombies at the excavation site, give group.
Wretch only three zombies. • Add 3 HD to Wretch. This gives him an extra feat, among
other things. Alertness is a good choice, as is Dodge.
pqqqqrs

53
pqrs
SKILL CHECKS AND EFFECTS
Certain skill checks might become key either before the adventure begins
or as it progresses. These skills and their associated DCs are summa-
rized below.
• A Gather Information or bardic knowledge check (DC 10) earns the
PC an earful about Hurazrod and the attack that felled him. An excep-
tionally good roll (a result of 20 or higher) digs up a tidbit about the jan-
itor. A successful skill check specifically about Wretch (DC 20) tells of its
demonic nature. Nobody knows Wretch is still alive.
EXCAVATION

• A PC trying to go up the pile after Wretch must make a successful


Climb skill check (DC 10) or take a tumble. Sliding on the coarse debris
THE

and rubble deals 1d6 points of damage. A character can make a Reflex
save (DC 12) if the Climb check fails to secure him or herself in place,
but doing so takes the character’s full action for that round.
• A Wilderness Lore check (DC 20) in conjunction with the Track feat
enables a character to notice the tracks of the patrolling ghouls. A
Knowledge (religion) or Knowledge (undead) check reveals the nature of
the creatures. PCs who do spot the tracks are less likely to encounter the
ghouls unless they set out to track the undead down. There’s a 30%
chance that PCs who spot the tracks and state that they intend to aoivd
the ghouls are successful.
pqrs

CONCLUSION
The adventure is over when the PCs solve the mystery of the “pol-
tergeist.” If Wretch escapes, it returns a few nights later to con-
tinue the dig.
The PCs can explore Wretch’s tunnel and the keep to their
hearts’ content. Wretch keeps the custodial key set on its belt.
Wretch surrenders if necessary. It relays its story if asked, and
grudgingly gives up the keys if threatened. Wretch knows the keep’s
layout intimately, having scrubbed almost every inch at one time or
another. However, it does not know what Hurazrod stored in his
cache vault, or what traps or guardians might protect it.
The holy strike force cleansed the keep of major enemies and
unholy relics. They worked very quickly, though, and were not
thorough. Anything you want could be hidden in a missed set of
chambers.
Wretch the Dretch spent the last few years eavesdropping on
Halazrod’s conversations. It knows almost everything the black-
guard was up to, including the plans of his evil friends. You can use
Wretch’s testimony as a starting point to almost any adventure.
Wretch is clever and wicked. It mewls and wheedles when pow-
erless, all the while looking for a chance at escape. Wretch wants
to increase its personal power while staying clear of other Abyssals
that might rat it out. If it cannot get Hurazrod’s magical cache,
something the party carries might suffice in the meantime.
Unless they are careful, kind-hearted PCs might find themselves
at Wretch’s non-existent mercy. Ω

Mike is a screenwriter living in Los Angeles. After years of contributing to


DRAGON, he's pleased to make the jump to Dungeon's pages.

54
CRITICAL THREATS BY BRUCE R. CORDELL
ARTWORK BY BEET

Male Mummy Clr7: CR 10; Medium-size Undead; HD 6d12+3


plus 7d8; hp 73; Init +3; Spd 20 ft.; AC 26, touch 9, flat-footed 26;
Atk +12 melee (1d6+4 plus disease, slam); SA despair, mummy
rot, rebuke undead 5/day, spells; SQ fire vulnerability, resistant to
blows, undead traits, rebuke undead; AL LE; SV Fort +8, Ref +4,
Will +15; Str 17, Dex 8, Con —, Int 12, Wis 18, Cha 15.
Skills: Concentration +9, Hide +15, Intimidate +4, Knowledge
(religion) +8, Knowledge (undead) +3, Listen +15, Move Silently
CRITICAL
THREATS

+8, Search +2, Spot +15; Feats: Alertness, Improved Critical


(slam), Improved Initiative, Toughness, Weapon Focus (slam)
Despair (Su): At the mere sight of a mummy, the viewer must
succeed at a Will save (DC 15) or be paralyzed with fear for 1d4
rounds. Whether or not the save is successful, that creature can-
not be affected again by that mummy’s despair ability for one day.
Mummy Rot (Su): Supernatural disease—slam, Fortitude save
(DC 20), incubation period 1 day; damage 1d6 temporary
Constitution. Unlike normal diseases, mummy rot continues
until the victim reaches Constitution 0 (and dies) or receives a
remove disease spell or similar magic (see Disease, in the
DUNGEON MASTER’s Guide).
An afflicted creature that dies shrivels away into sand and dust
NAKHTI that blow away into nothing at the first wind unless both a remove
Nakhti was born cruel, and he lived a squalid life a thousand disease and raise dead are cast on the remains within 6 rounds.
years ago. If it were not for his chance mummification, Fire Vulnerability (Ex): A mummy takes double damage from
Nakhti’s influence would have faded from the earth. But his fire attacks unless a save is allowed for half damage. A success-
spirit found itself once again housed in flesh, necrotic ful save halves the damage and a failure doubles it.
Resistant to Blows (Ex): Physical attacks deal only half damage
though it was. Giving thanks, he dedicated himself to the
to mummies. Apply this effect before damage reduction.
god of death, Nerull.
Cleric Spells Prepared (6/6/5/4/3; base DC = 14 + spell level):
Nakhti is a free-willed mummy who travels far and wide,
0—detect magic ×2, inflict minor wounds ×2, read magic, resistance;
spreading the influence of the dark cult, doing mischief, and 1st—bane, cause fear*, command, detect good, divine favor, shield of
stitching together otherwise unrelated cults of Nerull wor- faith; 2nd—bull’s strength, death knell*, hold person, shatter, unde-
shipers. Because the worship of Nerull is outlawed in most tectable alignment; 3rd—animate dead*, cure serious wounds, dispel
places and undead are usually slain on sight, he travels only magic, glyph of warding; 4th—confusion*, lesser planar ally, sending.
by night and can be found working with (or sometimes *Domain spell. Deity: Nerull. Domains: Death (death touch
secretly the master of ) many shady, evil, or undead related 1/day), Trickery (Bluff, Disguise, and Hide are class skills).
monstrosities that develop across the land. Possessions: +1 full plate, cloak of resistance +1, wand of death
Currently, Nakhti work with a group known as the knell (35 charges).
Reaper’s Children—a viler lot he has rarely encountered— dane monkish orders with monks forcibly turned to the
whose dark methods he wholeheartedly approves of. worship of Nerull.
Appearance: Withered and desiccated, Nakhti’s facial fea- In battle, Nakhti uses a combination of his touch spells
tures are visible through his funereal wrappings—his eyes (inflict wounds) and slam attacks. However, he never enters
are like orbs of flame, his nose scythe-sharp, and his mouth battle alone—he usually has 1–2 mummies and 1–2 evil
mumbling non-stop curses. He moves faster than his slower monks (LE human Mnk3) with him at all times.
mummy brethren, but he is still not quick. He has marked Development: PCs might discover hints of Nakhti’s
himself with the symbols of Nerull with indelible inks and influence in strange notes found among the bodies from
blood: A pattern of skulls and scythes stand out starkly on his seemingly random incursions of undead. Nakhti can some-
dusty gray form. Nakhti stinks of the blood he offers to times be found wondering among city graveyards, looking
Nerull on a nightly basis. for choice bodies to animate for his rites. Other times,
Tactics: Nakhti has several contacts who have arranged a Nakhti might work merely as a partner to another equally or
courier service to send information to the mummy regard- more powerful cleric of Nerull (or another group that
ing the success or failure of their various nefarious goals. He reveres the Reaper), and he might be encountered as a pre-
also uses sending to speed information along. His latest cursor to the PCs’ encounter with Nakhti himself. Ω
favorite indiscretion is to aid the secret infiltration of mun-

56
WORMS IN THE
EXCHEQUERY
WORMS IN THE
EXCHEQUERY

BY FRANK BRUNNER
ARTWORK BY KENNON JAMES • CARTOGRAPHY BY KYLE HUNTER

w Magic Items d Monsters k NPCs s Objects c Settlements a Traps

“Worms in the Exchequery” is a short D&D adven- ADVENTURE SYNOPSIS


ture designed for four 15th-level player characters. It The Royal Halberdiers of the Reticulated Castellan have
can take place in any major urban setting in your cordoned off the Grand Exchequery after a mysterious
campaign. The adventure can very easily be adapted disturbance. A dark and restless force now occupies the
for stronger or weaker PCs by increasing or decreas- building, and at least one high government official, the
ing the number and power of the opponents, as noted Lord Chancellor, remains unaccounted for inside. Not
in the “Scaling the Adventure” sidebar. knowing exactly what lurks within, the PCs penetrate
the royal office as troubleshooters. They discover that
thieves called the Rose Worms failed in a robbery
ADVENTURE attempt and are now trapped in the Exchequery. The
BACKGROUND PCs must bring the Worms to justice, and they might
The Rose Worms are shadowdancers and thieves who either rescue the Chancellor or discover that the Chan-
anticipated using their shadowjump ability to escape cellor was an accomplice of the Worms.
the Royal Exchequery—a sort of bank—after purloin-
ing the Infanta’s dowry jewels (the Infanta can be any
powerful visiting noblewoman or merchant). In fact, ADVENTURE HOOKS
the thieves were so confident in their ability to The adventure begins in a major urban setting. Possi-
abscond untouched that they blithely tripped all ble PC motivations include:
manner of wards and alarms on their way into the • George of Stave, Reticulated Castellan, approaches
Exchequery. This alerted the Royal Halberdiers, who the well-known PCs at the behest of the King and asks
now surround the building. Unfortunately for the them to liberate the office. “Attend, sirs, the excises
Worms, the Exchequery was protected by abjurations therein are for the public dikes, and flood season
unknown even to Lord Chancellor Snigrot, the head draws nigh!”
officer of the Exchequery. These abjurations prevent • Whether or not she knows the PCs as friends from
any form of Transmutation [Teleportation] magic from her husband’s sporting hunts, Dame Wilhelmina
passing through the building’s exterior walls, ceilings, orders the PCs to give succor to her spouse, Chancel-
and floors, and they have thoroughly frustrated the lor Snigrot Ripbark. “I expect help, and I expect it now.
Worms’ attempts to shadowjump to safety. You can’t just leave my husband trapped in there like
The Worms know that a retrieval team will soon be common riffraff. What if a portal to the Hells has
commissioned to flush them out. They have trapped opened? The Hells are for commoners, not nobles!”
the building and are searching the Vertical Records for • Returning from a visit in the Royal Quarter or else-
a means of unsealing the office or otherwise making where, the PCs simply stroll by and see a crowd of
an escape. Enter the PCs. gawkers outside the Grand Exchequery.
Due to the nature of the adventure, nearly any
other sort of hook would work if the PCs are in a
good-sized city. It is especially interesting if the

58
WORMS IN THE
EXCHEQUERY
characters are pursuing another mission when they clutching a similarly pitted halberd, to the streetwise
stumble upon the stand-off between the Worms and PC. (DC 20)
the Royal Halberdiers. 3. Lame Timmy, cocky urchin: “Sure I seen ’em.
They’re the Worms. Just ’cause I’m a kid doesn’t mean
I’m dumber ’n a drow in daylight! One was dressed real
BEGINNING THE fancy, and one was singing. The last one was dancing
ADVENTURE with a shadowy ghost!” (DC 30)
Once the PCs are interested in the events at the Exche-
query, they probably attempt to dig up some more IN THE COURT
information on the events leading up to the attempted 1. Valter Smurt, Seneschal: “Whatever is in the
robbery. Streetwise or courtly PCs can use the Gather Exchequery must be powerful. The Lord Chancellor
Information skill to find out more: once told me that a golem guards the Embassies. What
could stand up to a golem?” (DC 15) Valter doesn’t
ON THE STREETS know what kind of golem.
1. Renny Blackgums, grizzled bum: “<urp!> Saw 2. The Infanta, visiting royalty: “Honestly, men
them last year. Er, night. Fell on me outta the wall! shouldn’t talk so much . . . but the divine Earl Mal-
<urp!> Then they walked right up to Big White across larme let slip last night that the King suspects Chan-
yonder <waves at Exchequery> and in through the cellor Snigrot of treason.” (DC 30)
front door. One of ’em was singing, too!” (DC 15)
2. Martin Glarre, royal halberdier: “Yes, sir. We ON THE PORTICO
sent in a detachment one bell before noon. I’m sorry, However they became involved, the PCs meet George
sir. All we got back were shrieks of pain. And this.” He of Stave (male human Ari15; Bluff +8, Diplomacy +10,
shows a burnt and acid-scarred human hand, still Sense Motive +14) outside the office.

59
down to area 3

6
WORMS IN THE
EXCHEQUERY

up to area 3

1
3

The Grand Exchequery

Halberdiers hold gawkers at bay at the base of the misdirection spell on Snigrot, so that Snigrot detects as
Exchequery’s marble steps. Up on the shady portico, a table (not evil, not lying, not magical, and so on); this
you see George of Stave, the Reticulated Castellan. helps with detection attempts and also helps if Snigrot
From his web-like robes of office he produces a attempts to dupe the PCs into rescuing him. Third, the
shaky hand to greet you. “Sirs, well met. The court shadows and their shadow servants skulk within the
viziers are unable to divine what evil seethes in our walls and floors of the Exchequery, making them vir-
precious Exchequery. Several of my own men died to tually impossible to spot with scrying or clairvoyance.
traps just beyond the door. We do know that the Lord Fourth, all three Worms consume a potion of nondetec-
Chancellor still languishes somewhere inside. I tion before every job.
implore you, do your duty! For the king! Banish all Also note that Blake and Coalfinger use their
trepidation from your hearts and return Chancellor wands of dispel magic against any magical sensors that
Snigrot to his wife’s embrace. Godspeed!” they detect (such as those from clairvoyance or scry-
ing). Finally note that the casting time for scrying (but
The Castellan offers a reward of 5,000 gp per PC, not greater scrying) is 1 hour, and the Reticulated
treasure found, and an audience with the King. Bar- Castellan is unhappy with dilatory heroes who dally
gaining PCs can make an opposed Diplomacy check to with thaumaturgy while the villains escape.
obtain either an additional 2,000 gp each or a private Maintaining a mysterious atmosphere can greatly
audience with the King. enhance the adventure. But if diviners are able to
overcome the Worms’ precautions, then they should
DIVINATION SPELLS gain valuable information, just as a barbarian with a
High-level characters are likely to have access to Div- greataxe is rewarded for overcoming the defenses of a
ination spells such as scrying. The Worms are aware of hill giant in chainmail. The Worms still remain a
this and have taken several steps to mask their activi- challenge even if the PCs know what they are facing.
ties within the Exchequery. First, they use their dark-
vision ability to do their research in total darkness, so
a diviner sees only darkness unless he also possesses
darkvision. Second, Samuel Blake has already cast his

60
GRAND EXCHEQUERY 1. DE MISES FOYER
The Grand Exchequery was built as if to withstand a The de Mises foyer is dominated by a granite bust of
siege. The reason the guards have been so unsuccessful Frederick de Mises, founding Lord Chancellor of
at penetrating its defenses (and those of the Worms) is the Exchequery. A short corridor opens beyond the
that the building is eminently defensible. bust. Fallen in the corridor is a halberdier, his right
hand and halberd missing, his body lifeless in an
BUILDING FEATURES off-color stain on the floor.
The Exchequery is built of thick stone throughout.
Flickering torches maintain the rooms in shadowy The guard died when he triggered an explosive acid

WORMS IN THE
EXCHEQUERY
light conditions, with the exception of the Vertical trap rigged by the Rose Worms.
Records, which the Worms keep in total darkness. Unless the PCs employed extraordinary measures,
Ceilings: Unless otherwise noted, ceilings are 10 the shadows in area 2 almost certainly hear the charac-
feet high. ters enter (a Listen check—DC 10—for the shadows)
Walls, Floors, and Ceilings: All interior building unless the PCs are particularly quiet.
surfaces are constructed of hewn stone. Exterior walls
are 4 feet thick. Exterior walls, doors, ceilings, and 2. TELLER’S HALL (EL VARIABLE)
floors are all impervious to any sort of Transmutation Flickering torchlight plays over the wrecked
[Teleportation] magic. The building is basically a large Teller’s Hall. The booths where taxes were collected
vault, and the builders took precautions against tele- and assessed by royal tellers are smashed. Tables are
portation to prevent just the sort of theft that the overturned, and the floor is littered with quills,
Worms intended. scrolls, loose coins, and cracked inkpots and oil
s Interior Walls, Floors, and Ceilings: 2 ft. thick; lamps. Royal halberdiers sprawl dead, mouths
hardness 8; hp 360; Climb DC 22. gaping in startled rictuses.
s Exterior Walls: 4 ft. thick; hardness 8; hp 720;
Climb DC 22. The shadow companions of the Rose Worms guard
Doors: Interior doors are of strong wood. The front this trapped chamber. When they become aware of the
doors are thick iron, but they currently stand open. PCs, they attempt to move through the floor and
s Interior Doors: 2 in thick; hardness 5; hp 20; attack from below, most likely gaining surprise.
Break DC 23. Any PC stepping on a square marked X triggers a
s Front Doors: 4 in. thick; hardness10; hp 120; Worms’ trap.
Break DC 28. The Worms have concealed the door on the balcony
by hanging a heavy unicorn tapestry over it. The con-
cealed door is apparent to anyone specifically moving
the tapestry or to PCs who make a Search roll (DC 20).

pqqqqrs

SCALING THE ADVENTURE


“Worms in the Exchequery” is designed to challenge four
15th-level PCs, but it can be modified for parties of different 16th- to 17th-level PCs: Run the adventure as written, but
sizes or levels easily. Consider adapting the adventure as with the following alterations:
follows: • Add another shadow companion (Snigrot’s) to area 2.
11th- to 12th-level PCs: Run the adventure as written, but • Make half the traps in area 2 greater glyphs of warding.
make the following alterations: • Make Blake a Brd7/Shd8, Coalfinger a Rog7/Shd8, and
• Make the clay golem in area 4 a flesh golem. Snigrot a Rgr10/Shd5.
• Place only three surviving shadow companions in area 18th- to 19th-level PCs: Run the adventure as written, but
2, and eliminate their servant shadows. with the following alterations:
• Make Blake a Brd7/Shd2, Coalfinger a Rog7/Shd2, and • Add one shadow companion (Snigrot’s) and six servant
Snigrot a Rgr8/Shd1. shadows to area 2.
13th- to 14th-level PCs: Run the adventure as written, but • Make all the traps in area 2 greater glyphs of warding.
make the following alterations: • Replace the clay golem in area 4 with an iron golem.
• Eliminate the servant shadows in area 2. • Make Blake a Brd7/Shd10, Coalfinger a Rog7/Shd10,
• Make Blake a Brd7/Shd4, Coalfinger a Rog7/Shd4, and and Snigrot a Rgr10/Shd7.
Snigrot a Rgr8/Shd3.
pqqqqrs

61
Read or paraphrase the following when the shadows and continues to burn for 2 minutes unless doused.
attack: The glyphs of warding are triggered by anyone who vio-
lates them without first reciting the opening stanza to
Your feet begin to tingle with cold. Then the floor Samuel Blake’s latest pastoral, “The Nymph’s Reply to
erupts with wicked black talons. the Gray Render.”
a Burning Oil and Blast Glyph of Warding
Creatures (EL 13): The four shadow companions Trap: CR 6 each; 5d8 points of fire damage plus 1d6
cannot be turned, rebuked, or commanded except by fire damage (from burning oil); Reflex save (DC 14) for
their shadowdancer masters (Samuel Blake and half (of 5d8); Reflex save (DC 15) negates oil-based fire
WORMS IN THE
EXCHEQUERY

Coalfinger; Snigrot’s companion died in the initial damage (1d6); PCs must save each round they remain
assault). Both shadowdancers have enough experience on the burning floor; Search (DC 28); Disable Device
to avoid level loss if their companions die. There are (DC 28).
also two normal shadows, created from guards slain by Note that the shadows are immune to the fire
the shadow companions in the botched robbery. damage caused by the oil.
d Shadow Companions (4): CR 3; Medium-size
Undead; HD 7d12; hp 45; Init +2 (Dex); Spd 30 ft., fly 3. THE VAULT
40 ft. (good); AC 13, touch 13, flat-footed 11; Atk +5 Wide and worn marble steps spiral down from the
melee (1d6 temporary Strength, incorporeal touch); back of Teller’s Hall to a groined granite vault. Hun-
SA Strength damage, create spawn; SQ undead, incor- dreds of ingots are stacked here—platinum, gold,
poreal, cannot be turned/rebuked/commanded; AL silver, and copper. On a wooden table, two small
NE; SV Fort +2, Ref +4, Will +8; Str —, Dex 14, Con — coffers sit with their lids wide open.
, Int 6, Wis 12, Cha 13.
Skills: Hide +12, Intuit Direction +5, Listen +9, Spot The ingots are exceedingly heavy (in excess of 100
+9. Feats: Dodge, Mobility. pounds each), not very pure, bound in dozens to 5-foot
See the Monster Manual, page 161, for a complete by 5-foot palettes, and should be very difficult for the
description of shadow special attacks and qualities. PCs to escape with, given the close watch the Exche-
d Shadows (2): hp 19 each; Monster Manual 161. query is under. Nonetheless, the PCs might amuse
Tactics: The shadows attempt to surprise the PCs by themselves entertaining heist schemes, the effective-
bursting up through the floor. As many as possible ness of which is left for you to judge.
converge their initial attacks on an obvious spellcaster, If any PC succeeds at a Listen check (DC 20), he
hoping to drop him via Strength drain. After that, the hears Lucky Badenbot (male halfling Exp5) whimper-
shadows make liberal use of their incorporeality, dodg- ing behind the stacks. Lucky can tell any PC who
ing in and out of walls, furniture, and the floor to harry calms him down (Diplomacy DC 20) that there are
the PCs. If reduced to half their number, the shadows three Worms, that Snigrot is a traitor, and that a “giant
flee through the walls to warn their masters in area 6. fat statue is clomping around the Embassies. It won’t
Ad-hoc Experience Award: Do not award experi- attack the Worms.”
ence to the PCs for defeating the shadow compan- The coffers are empty. They contained the dowry of
ions. Like familiars and animal companions, shadow a visiting royal, the Infanta, all in jewelry. The Worms
companions are part of the challenge involved in have the jewels now.
defeating the shadow dancer masters. Instead, award
the PCs experience as if they had overcome a CR 10 4. THE EMBASSIES (EL 10)
encounter for defeating the shadows in this fashion, A 20-foot by 10-foot table draped in black velvet
since the nature of the encounter ensures that with a grid of white thread sewn on it stands here. A
despite the shadows’ low CR, they remain a challenge misshapen giant smelling faintly of clay lurches
to even high-level PCs. past the table toward you.
Trap: Coalfinger has read (with his Use Magic
Device skill) several glyph of warding scrolls, and he has Creatures: A clay golem guards the table where del-
scribed blast glyphs (that deal fire damage) on the floor egates from all tax districts present their collections. It
in the squares marked X. Fiendishly, he has also rigged attacks anyone not prominently displaying the crest of
pressure plates so that when a PC steps on a glyph, the Lord Chancellor (a dog rampant with an uprooted
flammable oil is dumped from a hidden cache in the tree in its mouth).
ceiling (20 feet high in this room). While the fire d Clay Golem: hp 60; Monster Manual 108.
glyphs themselves do damage, their intense heat also
easily ignites the spilled oil, which covers the floor

62
5. SCRIVENER’S TABLES
Twenty writing desks ordered in rows fill this
room. Ink stains on the floor, disheveled papers,
and an overturned desk betray a hasty exit.

A Search check (DC 20) in this room reveals the fol-


lowing recent record: “Embassies, Ninth of Patchwall,
quorum being present, received jewelry in value of
120,000 gp from the Infanta of Niole Dra.”

WORMS IN THE
EXCHEQUERY
6. THE VERTICAL RECORDS (EL 16)
Behind the tapestry, a short passageway issues into
the base of a tower. Beyond the reach of your light
sources, the tower is utterly dark. From the floor to
untold shadows above, hundreds of small wooden
boxes cover all four walls. Narrow staircases and cat-
walks access the boxes.

The tower rises 50 feet. The boxes contain records of


every transaction at the Exchequery going back three
centuries. There is one very steep staircase in the
center of each wall; fighting on a staircase requires a
Balance check (DC 10) each round. Failure means the
character falls to the floor below. Catwalks run the
perimeter of the room at 10-foot increments of alti-
tude (four catwalks total); fighting on a catwalk
requires a Balance check (DC 10) each round. Failure
also means the character falls to the floor.
Anyone moving more than 5 feet into the room trig-
gers the trap (see below).
Creatures: The Worms are here searching the
stacks for a way to dispel the ensorcellments that pre-
vent them from leaving the Exchequery. They are
searching in vain. There is no way short of a wish or
miracle to break the seals on the Exchequery walls that
prevent Transmutation [Teleportation] magic from
passing into or out of the building. Disintegrate or sim-
ilar magic would enable a character to blast a hole in a
wall, but the Worms lack access to such spells.
d Samuel Blake, Male Human Brd7/Shd6: CR
13; Medium-size Humanoid (5 ft. 10 in. tall); HD
7d6+7 plus 6d8+6; hp 66; Init +8; Spd 30 ft.; AC 20,
touch 16, flat-footed 20 (increase AC by +4 when
Samuel is hasted); Atk +9/+4 melee (1d4/crit 19–20,
silver dagger), +14/+9 ranged (1d6 plus 1d6 electric-
ity/crit ×3, +1 shock shortbow); SQ bardic music, bardic
knowledge, hide in plain sight, evasion, darkvision,
shadow illusion, summon shadow, defensive roll,
shadow jump (40 ft.), summon shadow, uncanny
dodge (Dex bonus to AC, can’t be flanked); AL N; SV
Fort +7, Ref +16, Will +9; Str 11, Dex 18, Con 12, Int 11,
Wis 10, Cha 16.
Skills: Balance +9, Bluff +9, Diplomacy +9, Hide +20,
Listen +6, Move Silently +20, Perform +11, Search +5,

63
Spot +6, Tumble +20, Use Magic Device +8. Feats: shadow jump (20 ft.), defensive roll, uncanny dodge
Combat Reflexes, Craft Wand, Dodge, Improved Ini- (Dex bonus to AC, can’t be flanked); AL LE; SV Fort
tiative, Mobility, Spring Attack +13, Ref +9, Will +9; Str 16, Dex 13, Con 18, Int 10, Wis
Spells Known (3/4/3/1, base save DC = 13 + spell 15, Cha 9.
level): 0—daze, detect magic, ghost sound, mage hand, pres- Skills: Craft (trapmaking) +8, Hide +15, Listen +12,
tidigitation, read magic; 1st—charm person, cure light Move Silently +15, Perform +4, Profession (book-
wounds, grease, ventriloquism; 2nd—invisibility, mirror keeper) +4, Ride +6, Spot +12, Tumble +11, Wilderness
image, misdirection (already cast), suggestion; 3rd—dispel Lore +9. Feats: Combat Reflexes, Dodge, Improved Ini-
magic, haste. tiative, Iron Will, Mobility, Spring Attack, Track.
WORMS IN THE
EXCHEQUERY

Possessions: +1 shock shortbow, wand of haste (9 charges), Spells Prepared (2/1, base save DC = 12 + spell level):
wand of dispel magic (12 charges), bracers of armor +4, ring 1st—read magic, resist elements; 2nd—detect good.
of protection +2, cloak of resistance +2, potion of cure moder- Possessions: +3 chain shirt, adamantine buckler (worn
ate wounds, potion of glibness, potion of nondetection only when Spring Attacking), +2 frost longsword, +1
(already consumed), silver dagger, 30 arrows, pouch short sword, wand of cure serious wounds (8 charges), ring
with 10 pp. of protection +2, cloak of resistance +3, potion of bull’s
d Coalfinger, Male Human Rog7/Shd6: CR 13; strength, potion of cat’s grace, potion of fly, potion of nonde-
Medium-size Humanoid (6 ft. 1 in. tall); HD 7d6+14 tection (already consumed), masterwork shortbow
6d8+12; hp 81; Init +9; Spd 30 ft.; AC 23, touch 15, flat- with 30 arrows, chancellor’s chasuble of office, money
footed 23 (increase AC by +4 when Samuel is hasted); belt with 10 pp and 7 aquamarines (500 gp each), the
Atk +16/+11 melee (1d6+3/crit 15–20, +2 keen rapier), Infanta’s jewels (5,000 gp jacinth tiara, 4,200 gp plat-
+15/+10 ranged (1d6/crit ×3, masterwork shortbow); inum and jacinth necklace, 2,800 gp gold and jacinth
SA sneak attack +4d6; SQ evasion, hide in plain sight, navel ring).
evasion, darkvision, shadow illusion, summon shadow, Tactics: The Worms are likely alerted to the PCs’
defensive roll, shadow jump (40 ft.), summon shadow, presence by the shadows in area 2. In this case, they
uncanny dodge (Dex bonus to AC, can’t be flanked, +2 hide, observe the PCs, and then either parley or attack.
vs. traps); AL N; SV Fort +6, Ref +15, Will +3; Str 13, If the PCs surprise the Worms in the Vertical Records,
Dex 20, Con 14, Int 10, Wis 8, Cha 8. then all three thieves immediately attempt to hide,
Skills: Balance +17, Craft (trapmaking) +11, Deci- move away, and approach the PCs later.
pher Script +5, Disable Device +5, Hide +31, Jump +11, If the PCs appear traitorous, larcenous, gullible, or
Listen +9, Move Silently +20, Open Lock +11, Perform surpassingly powerful, the Worms attempt to parley.
+4, Pick Pocket +12, Read Lips +4, Search +5, Spot +9, In the latter two cases, Snigrot plays the victim while
Tumble +16, Use Magic Device +9. Feats: Combat the other two Worms hide. Snigrot claims to have
Reflexes, Dodge, Improved Initiative, Mobility, Spring been forced to unlock the chest containing the
Attack, Weapon Finesse (rapier). Infanta’s jewels. He claims to have been held against
Possessions: +2 shadow studded leather, +2 keen rapier, his will, perhaps as a hostage, by two thieves who have
amulet of natural armor +3, wand of dispel magic (10 “only now disappeared, probably chased off by your
charges), potion of cure moderate wounds, potion of ghoul clearly superior puissance,” and he begs the PCs to
touch, potion of jumping, potion of nondetection (already help him exit and clear his name. In reality, he exits
consumed), masterwork shortbow with 30 arrows, and finds a way to extract his fellows.
pouch with 8 alexandrite gems (500 gp each), three If the PCs appear likely to betray the kingdom, or if
worm-eaten roses to be left as calling cards. they appear to be thieves themselves, then Blake drinks
d Lord Chancellor Snigrot Ripbark, Male his potion of glibness and offers to split the jewels with
Human Rgr8/Shd5: CR 13; Medium-size Humanoid them in exchange for a way out past the Royal Hal-
(5 ft. 11 in. tall); HD 8d10+32 plus 4d8+16; hp 121; Init berdiers (Blake might also use his fascinate and suggestion
+5; Spd 30 ft.; AC 22, touch 13, flat-footed 22 (increase abilities to aid the negotiations or to set up an ambush if
AC by +4 when Lord Ripbark is hasted); Atk they fail). If any parley attempt fails, Snigrot retreats
+16/+11/+6 melee (1d8+5 plus 1d6 cold/crit 19–20, +2 while Coalfinger snipes with his shortbow from the
longsword), or +14/+9/+4 melee (1d8+5 plus 1d6 shadows, hoping to gain a sneak attack on a spellcaster
cold/crit 19–20, +2 longsword) and +14 melee and interrupt a spell. Blake hits himself, Snigrot, and
(1d6+2/crit 19–20, +1 short sword), or +13/+8/+3 Coalfinger, in that order, with his wand of haste.
ranged (1d6/crit ×3, masterwork shortbow); SA Samuel Blake: In combat—or before combat, if he
favored enemies (1st—humans, 2nd—animals), two- has the time—Blake uses his wand of haste in the order
weapon fighting ability; SQ hide in plain sight, eva- given, and then he recites poetry to inspire greatness
sion, darkvision, shadow illusion, summon shadow, in Snigrot (this grants +2d10 temporary hit points, +2

64
on attack rolls, and +1 on Fortitude saves on the Lord In dire circumstances, the Worms use their shad-
Chancellor). He attempts to end every round by owjump ability to leap to another room and heal them-
hiding in plain sight. selves with potions or Snigrot’s wand. They then hide
After using his wand of haste and inspiring greatness, in the shadows and attempt to ambush the PCs again.
Blake takes a command-and-support role in combat. Trap (EL 1): The Rose Worms have constructed a
The Worms are acutely aware that if they stand toe-to- makeshift net trap here out of rope and palette
toe with fighter-types, they will be slaughtered. They bindings.
adopt a hit-and-run approach, attacking and then a Large Net Trap: CR 1; +5 melee (see note);
hiding, fighting throughout the building, using their Search (DC 20); Disable Device (DC 25).

WORMS IN THE
EXCHEQUERY
Spring Attack feats to maximum advantage. Any sur- Note: Characters in 10-ft. square are grappled by net
viving shadows or shadow servants are directed to (Str 15) if they fail a Reflex save (DC 14).
concentrate their attacks on the same foe (see below)
that Coalfinger and Snigrot are attacking.
If the Worms are being hurt by magic, Blake readies CONCLUSION
actions with his wand of dispel magic to counterspell If the heroes defeat the Worms, they can exit and tell
enemy spellcasters. If melee attacks are taking a toll on the Reticulated Castellan that it is safe to enter and
the Worms, Blake uses suggestion or even charm person retrieve the thieves. Shortly thereafter, the heroes
on a fighter who appears to have a low Will save. Ven- receive the Electrum Etoile, the kingdom’s highest
triloquism is cast to distract the enemy. Blake throws up civilian honor, in addition to their other promised
a mirror image if an enemy engages him. If a foe rewards. If the PCs rescued Lucky Badenbot, he offers
appears to be tottering on the brink of death, Blake to become their financial advisor (which translates
uses his shortbow to push the character over the edge. into a 1d10% discount on all financial dealings within
Coalfinger: Coalfinger is a classic guerrilla fighter, the Kingdom) for standard hireling rates (see the DUN-
springing from the shadows, attacking, and then GEON MASTER’s Guide, page 149).
retreating to the shadows once more. With the haste If the PCs fall for Snigrot’s deception, then in a
spell on him and his Spring Attack feat, he moves, matter of days the Rose Worms make it known that
sneak attacks with his rapier, continues moving, and they escaped with the jewels after all. The PCs’ names
hides. He prefers to strike at wizards, sorcerers, or cler- are sullied, and they suffer a –2 penalty on Diplomacy
ics, focusing his attacks with Snigrot while Blake uses checks in the Kingdom for the following year.
dispel magic to lower the spellcaster’s defenses. If the PCs are defeated in combat by the Rose
If Coalfinger has time, he drinks his potion of jump- Worms, then the thieves attempt to use the PCs as
ing so that he can leap down from the catwalks in the hostages to negotiate an escape. If the situation is not
Vertical Records, attack, and then leap back up out of resolved in another day, the Reticulated Castellan
reach. He might also try this tactic if the fight moves searches for and sends in another rescue party.
to the balcony overlooking the Teller’s Hall. In any case, the heroes have come to the attention of
Snigrot Ripbark: Before combat, or if he must, in both the Court and the Rose Worms. Surviving
the first round of combat, Snigrot consumes his potion of Worms might wish revenge on the PCs, as might other
fly. If he has time, he consumes his other two potions. members of the gang, or the Infanta might need an
Then he uses his Spring Attack feat combined with the escort back to her southern lands. Ω
haste from Blake’s wand to move, attack with his sword,
continue moving, and heal with his wand. He attacks This adventure was in part inspired by the Dialogue Con-
arcane spellcasters first, teaming up with Coalfinger to cerning the Exchequer, a 12th-century English treatise I
try to bring down one foe quickly. He always seeks to came across when one of my students was working on a his-
end his movement out of the range of enemy melee tory project. You can read more about this literary treasure
fighters. He attempts to avoid damage, but he makes online at http://www.medievalhistory.net/excheq1.htm.
himself something of a target for two reasons: one, he
can absorb more blows than his fellow thieves, and two,
he attempts to draw the PCs attacking him into the
Embassies where they are attacked by the clay golem
(the golem does not attack the Worms as they wear the
Chancellor’s crest). If Snigrot sees a weak opponent on
the verge of death, he uses the full attack option to
finish that opponent. Otherwise, he shuns the full
attack option and performs hit-and-run strikes.

65
BY CHRISTOPHER PERKINS
CRITICAL THREATS ARTWORK BY JASON A. ENGLE

d Male Svirfneblin Vampire Wiz17: CR 19; Small Undead


(3 ft. 5 in. tall); HD 17d12; hp 129; Init +9; Spd 20 ft.; AC
33, touch 20, flat-footed 28; Atk +10/+5 melee (1d4+2
plus energy drain, slam) or +13/+8 ranged; SA domina-
tion (Will save, DC 21, negates), energy drain, children of
the night (dire rats and bats only), create spawn, spell-like
abilities; SQ undead, +4 turn resistance, DR 15/+1, cold
and electricity resistance 20, gaseous form, spider climb,
CRITICAL
THREATS

alternate form, fast healing 5, darkvision (120 feet), low-


light vision, stonecunning, nondetection (continuous; DC
32 to negate); SR 28; AL CE; SV Fort +8, Ref +14, Will +14;
Str 14, Dex 21, Con 13, Int 22, Wis 15, Cha 16.
Skills: Bluff +16*, Concentration +21, Craft (bookbind-
ing) +16, Craft (stonemasonry) +26, Hide +22*,
Knowledge (arcana) +26, Listen +17*, Move Silently
+18*, Search +19*, Sense Motive +15*, Spellcraft +26,
Spot +17*. Feats: Alertness, Combat Reflexes, Craft Staff,
Craft Wondrous Item, Dodge, Improved Familiar (Small
earth elemental**), Improved Initiative, Lightning
Reflexes, Maximize Spell, Mobility, Scribe Scroll, Silent
LARNYTH Spell, Spell Penetration, Spring Attack, Still Spell.
Larnyth haunts the Underdark, claiming the entire subter- *Includes +8 racial bonus for being a vampire.
ranean realm as his personal demesne. He strives to eradicate all **See pages 17 and 40 of Tome and Blood.
life from its depths. The svirfneblin vampire has no permanent Spell-like Abilities: 1/day—blindness, blur, change self.
lair; instead he wanders the labyrinthine depths with a stone Caster level 17th; base save DC = 13 + spell level.
golem hollowed out to contain his coffin and treasure. Larnyth Spells: See Tactics for recommended spells. The save
adores gems but values little else. After slaying his foes, he likes DC against Larnyth’s offensive spells is 16 + spell level.
to arrange their corpses in macabre dioramas, leaving behind Languages: Aquan, Common, Drow, Dwarven, Gnome,
Goblin, Ignan, Kuo-toa, Terran, Undercommon.
their assorted possessions and magic items as grim decorations
Possessions: +7 bracers of armor, darkskull, staff of frost
after destroying those items that actually pose a threat to him.
(19 charges), spellbook, beetle-shaped stone golem.

APPEARANCE ing all living creatures within 30 feet) placed on a 1,000-gp


Larnyth is bald and has a gnarled, wiry physique. Black veins black gemstone set into the book’s cover.
protrude from the vampire’s taut, alabaster-white flesh, and his
eyes resemble black, sunken pits. TACTICS
Larnyth uses his Small earth elemental familiar for reconnais-
LARNYTH’S STONE GOLEM sance. The earth elemental stays about 1 mile ahead of the vam-
Larnyth’s stone golem is shaped like a 9-foot-long stag beetle. pire and blends with the surrounding stonework to avoid
The beetle gets one attack with its mandibles (2d10+13 points of detection. When it spots interlopers, it alerts its master.
damage) and moves at a slightly greater speed (30 feet), but oth- Unless he is recuperating inside his coffin, Larnyth rides
erwise the beetle has typical stone golem statistics (see pages atop his stone golem (sitting behind its head) and uses a perma-
108–110 of the Monster Manual). The beetle’s folded, hinged nent image spell to make himself and the golem appear as a
wings conceal a 4-foot-long, 3-foot-wide compartment that friendly gnome merchant astride a giant pack lizard laden with
serves as Larnyth’s coffin. The hinges are carefully hidden and foodstuffs (mostly edible fungi). Some of his favorite combat
require a Search check (DC 33) to notice. The lid is bolted from tactics include the following:
within (Open Lock DC 36) and arcane locked as well. Tiny holes • Using the wall of ice function of his staff of frost to cut off an
allow the vampire to enter and leave his coffin in gaseous form. enemy’s escape route.
A forbiddance spell protects the inside of Larnyth’s coffin. The • Casting maze on an enemy cleric or forcecage on an enemy
“bed” is filled with scores of precious gems worth a total of barbarian, fighter, monk, paladin, ranger, or rogue. Neither
33,000 gp. Atop the gems sits a darkskull that radiates a 90-foot- spell grants a saving throw, and spell resistance does not apply.
radius unhallow spell. The gnome’s spellbook is hidden under • Using maximized magic missiles to disrupt an enemy’s spell-
the bed of gems. The first living creature that touches the spell- casting.
book triggers a horrid wilting spell (cast at 17th level and affect- • Using transmute mud to rock to fully heal his golem. Ω

66
SPIRAL OF
MANZESSINE

68
SPIRAL OF
MANZESSINE

MANZESSINE
SPIRAL OF
BY DAVID NOONAN
ARTWORK BY WAYNE REYNOLDS AND JONATHAN WAYSHAK

CARTOGRAPHY BY KYLE HUNTER

w Magic Items d Monsters k NPCs s Objects c Settlements a Traps

And it bears the fruit of Deceit,


Ruddy and sweet to eat; PREPARATION
And the Raven his nest has made You, the Dungeon Master (DM), need a copy of the
In its thickest shade. Player’s Handbook, the DUNGEON MASTER’s Guide, and the
Monster Manual to use this adventure. “Spiral of
The Gods of the earth and sea, Manzessine” is designed to take place in the FORGOT-
Sought thro' Nature to find this Tree TEN REALMS, but the FORGOTTEN REALMS Campaign Set-
But their search was all in vain: ting isn’t required to use the adventure. If you are
There grows one in the Human Brain. adventuring in the FORGOTTEN REALMS, the City of the
Spider Queen adventure provides hours of further
—William Blake, “The Human Abstract” adventures in the Underdark as the characters battle
drow, undead, and a malevolent evil that threatens to
“Spiral of Manzessine” places a sizable obstacle in front cover all of Faerûn.
of the characters: several million tons of solid rock. Text that appears in shaded boxes is player informa-
Unable to continue their planned journey through the tion, which you can read aloud or paraphrased when
Underdark, the characters must detour through a appropriate. Unshaded boxes contain important infor-
series of caverns that mind flayers use as a prison for mation for you, including special instructions. Mon-
criminals too valuable to kill but too dangerous to live ster and NPC statistics are provided with each
free. The presence of outsiders sets off a massive encounter wherever necessary.
prison riot and escape, and the characters find them- “Spiral of Manzessine” is a site-based adventure, but
selves surrounded by desperate mind-flayers—many as soon as the mind flayers raise a general alarm, many
of whom haven’t had a fresh meal in years. of the prisoners attempt to turn on their captors. Each
“Spiral of Manzessine” is suitable for four 11th-level encounter area lists which creatures are likely to be
player characters. Characters who survive will advance present before or after the prisoners try to escape.
to 12th level near the adventure’s conclusion. Adjust Adapt the encounter descriptions as you see fit, and
the adventure as you see fit if you wish to play it with a don’t be shy about moving creatures from room to
larger, smaller, higher-level, or lower-level group. See room. Especially after the alarm, Manzessine Prison is
the “Scaling the Adventure” sidebar for details. a chaotic battlefield.
This adventure is also specifically designed to fit in
the middle of part 2 of the City of the Spider Queen
adventure, especially if the characters had a difficult ADVENTURE
time with part 1 and had to undergo multiple raise BACKGROUND
deads or resurrections. About fifty years ago, a powerful mind flayer nation
founded Manzessine prison, seeking a place where
dangerous criminals and enemies of the mind-flayer

69
state could be kept safely out of harm’s way. Mind flayer must not only contend with the mind flayer prison
scouting parties found a suitable series of caverns in a guards, an assortment of deadly magical traps, and the
little-traveled part of the Underdark. Intrigued by the mindless automatons that handle the prisoners, but
deadly gas that seeped from fissures nearby, the mind also the murderous dregs of mind flayer society, who
flayers built the Manzessine stronghold, and one by are eager to lash out at anyone that stands between
one, mind flayer criminals arrived at the prison’s gates them and freedom.
in shackles. There the prisoners were tortured periodi-
cally if they had information their masters wanted—or
if the torturers just needed the practice. CHARACTER HOOKS
MANZESSINE

Eventually Manzessine became home to other ene- If you’re adding “Spiral of Manzessine” to part 2 of City
SPIRAL OF

mies of the mind flayers, including a human sorcerer of the Spider Queen, the drow settlement described
who betrayed an important mind flayer lord and the above is Szith Morcane, and the larger drow city is
bugbear assassin cohort of a still-at-large mind flayer Maerimydra. The refugees are the result of fighting
revolutionary. Several near-escapes led the Manzessine between the Lolth loyalists in Szith Morcane and the
guards to erect a formidable series of magical traps and Kieransalee-worshipping invaders. The characters are
defenses to keep their prisoners in check. The flow of on their way to Maerimydra to stop the Great Reve-
prisoners from mind flayer society slowed to a trickle nance referred to in the letter to Dorina T’Sarran
about a decade ago, and the last prisoner arrived more (probably found in area S44 of Szith Morcane).
than two years ago. Since then, the Manzessine guards If you’re using “Spiral of Manzessine” as a stand-
started trading prison cell capacity with a nearby drow alone adventure, the characters need only be traveling
settlement. In exchange for the occasional delicacy (an through the Underdark on some errand (or just
unusual creature the drow have captured on the sur- exploring). Stymied by the cave-in, the characters take
face world), the mind flayers imprison and torture the obvious detour route through Manzessine prison.
those who fall afoul of drow society. Even a dark- The characters might be scouting out a new trade
skinned drow might go pale when threatened with route for a dwarven merchant family, chasing a duer-
imprisonment among the mind flayers. gar fugitive through the Underdark, or on the run
Several months ago, the drow settlement fell— themselves from a clutch of black dragons.
apparently to infighting among the drow noble fami- Because nearly anyone could be imprisoned in
lies, the mind flayers believe. Drow, bugbear, and Manzessine Prison, it’s easy to build an adventure out of
goblin refugees have been wandering the caverns near an effort to free a particular prisoner. If an important
Manzessine prison ever since, and the mind flayers NPC was recently captured by mind flayers or drow in
have found all of them quite tasty. But last week, a mas- your ongoing campaign, you can run “Spiral of Manzes-
sive cave-in blocked the main passageway between the sine” as a rescue adventure with little modification.
drow settlement and a larger drow city several hun- One unusual way to introduce “Spiral of Manzes-
dred miles away. The mind flayers have begun to clear sine” in your campaign, whether you’re playing City of
the rubble, because that passageway is the only one the Spider Queen or not, is to send the characters to the
wide enough for the quarterly resupply caravans to gates of Manzessine Prison if they get a “similar area”
reach Manzessine prison. result while teleporting through the Underdark, In City
of the Spider Queen particularly, there’s a good chance
that characters try long-distance teleports despite the
ADVENTURE SYNOPSIS risks described for faerzress in the “Magic and the
The characters, moving along a vast underground high- Underdark” section below.
way through the Underdark, find the passage blocked Finally, one of the most satisfying adventures in
by a massive cave-in. Amid the rubble, dozens of slaves D&D is the old-fashioned prison break scenario.
are tunneling through to the other side under the watch- Deprived of their weapons and equipment, characters
ful eye of mind flayers from nearby Manzessine prison, will find getting out of Manzessine prison a tough task
where the worst of mind flayer society is incarcerated. indeed. If you want to adapt “Spiral of Manzessine” as a
The characters can’t get beyond the cave-in, so they prison break scenario, either tone down the opposition
head toward Manzessine Prison, hoping it reconnects significantly or run it for 14th-level characters. The
with the main passage at some point. Their presence is characters start with no equipment, but they undoubt-
enough to put the prison on alert. As guards scurry to edly reequip themselves as the adventure progresses.
battle-stations, ready to protect the prison from the You’ll want to make some accommodation in a prison
characters, the mind flayer prisoners inside seize on break scenario for wizard PCs; it’s no fun to spend a
the distraction to attempt an escape. The character whole adventure as a wizard without a spellbook.

70
MAGIC AND THE UNDERDARK without error) must make a Spellcraft check against a
Why not just teleport beyond the cave-in? DC of 25. If the check is successful, the spell works
The Underdark of Faerûn is suffused with a magical properly. If it fails, the character suffers a mishap and
radiation that the drow call faerzress. A remnant of the an off-target result as described above.
mighty forces that shaped the terrain of the Under- The effects of faerzress on spells is not widely
dark, faerzress distorts and interferes with certain known among surface-dwelling characters. Before a
types of magic. In the context of this adventure, character attempts a spell that would be affected by
faerzress has the following effects: the Underdark’s magical conditions, you should allow
• Scry checks made for scrying on a target located the caster a Knowledge (arcana) check (DC 25). If the

MANZESSINE
within the Underdark (as opposed to checks made to check is successful, the spell works properly. If it fails,

SPIRAL OF
detect magical sensors) suffer a –4 penalty because of the character suffers a mishap and an off-target result
the interference of faerzress on Divination magic. as described above.
• Transmutation [teleportation] spells and effects
such as teleport, word of recall, refuge, and even teleport THE CAVE-IN (EL 12)
without error do not work reliably over distances more In general, traveling through the Underdark isn’t
than one mile when either the origin or the destination much different than moving around a dungeon. At
is within the Underdark. A character who casts the tele- any given time, there is a 50% chance that the party is
port spell or uses an ability that duplicates the spell passing through a cavern and a 50% chance that the
must make a Spellcraft check against a DC of 35. If the party is following a tunnel. The typical cavern is 70 to
check is successful, the spell works properly. If it fails, 160 feet long (1d10+6 × 10) and 20 to 50 (1d4+1 × 10
the teleporting character automatically suffers a mishap, feet wide. The typical tunnel is 100 to 1,000 feet long
just as if he had rolled 100 on the table in the teleport (1d10 × 100) and 5 to 20 feet wide (5d4). Streams and
spell description, followed by an off-target result. lakes are very common, and at infrequent occasions
A character using a normally infallible form of the travelers must wade icy cold water for hundreds of
teleportation magic (such as word of recall or teleport feet at a stretch.
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SCALING THE ADVENTURE
“Spiral of Manzessine” is intended for four 11th-level char- forcements are on their way to the prison and will arrive in
acters, but it can be modified for parties of different sizes or less than an hour or so. Perhaps the reinforcements consist
levels. Many of the antagonists are creatures with classes, of a group of drow fighters from a nearby settlement, come
so the easiest way to adjust the overall difficulty of the to interrogate one of the prisoners the mind flayers have
adventure is to increase or decrease their levels. Consider been holding. Alternatively, more of the prisoners and
adapting the adventure as follows: guards might have escaped death, allowing you to increase
9th- and 10th-level PCs: Run the adventure as written,but the number of foes in some areas.
with the following additional changes: • Increase all classed NPCs by one or two class levels.
• Many of the encounters as written are difficult, but not • Increase the number of mind flayers at the cave-in to six.
out of the question, for a group of this level. You might try • Make the cryohydra in area 6 a 12-headed cryohydra.
adjusting the time frame of the adventure a bit to allow the • Increase the number of flesh golems in areas 3 and 7
PCs time to rest, heal, and replenish lost spells. It’s quite by two.
feasible that the situation in the prison reaches a stand-off • Increase the number of mind flayers in area 4 by four.
point that lasts for some time as the two sides skirmish 14th- and 15th-level PCs: Run the adventure with the
back and forth. changes described above (for 12th- and 13th-level PCs). In
• Reduce all classed NPCs by one or two class levels. addition, make the following changes:
• Provide the PCs with some expendable healing magic in • Increase all classed NPCs by three or four levels.
the form of found cure wounds potions, scrolls, or wands. • Add a mind flayer handler, in the process of feeding the
• Reduce the number of mind flayers at the cave-in to three. beast, to area 6.
• Make the cryohydra in area 6 an 8-headed hydra. • Replace roughly half the flesh golems with stone golems.
• Reduce the number of flesh golems in area 3 and 7 by one. • The summoning trap in area 15 summons a pit fiend
• Reduce the number of mind flayers in area 4 by four. instead of a gelugon.
12th- and 13th-level PCs: Run the adventure as written, • Change the stone golem in area 19 to an iron golem.
but with the following additional changes: Remember that changing the Encounter Levels should
• Many of the encounters as written are too easy for a change the amount of treasure in the adventure. Consult
group of this level. One way to make the adventure more page 170 in the DUNGEON MASTER’s Guide (Tables 7-2, 7-3,
challenging is to add a sense of urgency to the adventure. and 7-4) to determine treasure appropriate to the new
Perhaps the PCs learn that a group of mind flayer rein- encounters.
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71
Walls: Walls, for the most part, are unworked stone. probably won’t attack the characters.
s Unworked Stone Walls: At least 5 feet thick, d Mind Flayers (4): hp 44, 42, 41, 51; Monster
hardness 8; hp 900 (per 5 feet of thickness); AC 3; Manual 136.
break DC 65; Climb DC 20. d Duergar Com1 (7): hp 5, 3, 6, 6, 5, 7, 2; Monster
Floors: Floors in the Underdark are natural stone. Manual 81.
Running and charging are impossible on these sur- d Hobgoblins (15): hp 5, 8, 5, 4, 6, 6, 5, 8, 3, 3, 5, 4,
faces. Small stalagmites are common. 6, 5, 4; Monster Manual 119.
Ceilings: Ceilings in the Underdark are natural d Drow Com1 (4): hp 2, 3, 4, 3; Monster Manual 86.
unworked stone and range from 15 to 20 feet high. d Pack Lizards (4): hp 81, 78; see Appendix.
MANZESSINE

Stalactites are common. Tactics: The mind flayers overseeing the tunnelers
SPIRAL OF

have already captured a few stragglers from the drow


Around the corner, a massive cave-in of rock and settlement and added them to the chain gang. Until
dirt has completely blocked the main passageway. the characters use powerful magic or otherwise
In the center of the dead end is a 10-foot wide demonstrate that they’re a serious threat, the mind
tunnel. Duergar, drow, and hobgoblins in rags flayers use charm monster and suggestion to convince
emerge from the tunnel, pushing carts full of rock the characters to pick up a shovel and start digging. In
and dirt. At the entrance to the smaller tunnel are any case, these mind flayers would rather have slaves
two mind flayers in black robes, observing the than meals, so they use their mind blast spell-like abil-
workers with their arms crossed. Piles of timbers, ity rather than trying to eat a foe’s brain. They scurry
rubble, and massive rib-bones 5 feet long sit to from rock-pile to rock pile, poking their squidlike
either side of the smaller tunnel. heads up long enough to use mind blast or suggestion on
A 15-foot wide side passage continues to the east. intruders. If pressed in melee combat, however, they
In front of it sit two wagons with giant lizards har- make tentacle attacks with relish.
nessed to them. At the first sign of trouble, the second pair of mind
flayers telepathically direct the diggers to run pell-
A chain-reaction series of collapses due to seismic mell down the corridor (hopefully drawing attacks
activity have utterly obliterated the passageway from the PCs). Then the mind flayers themselves
through the Underdark for over a mile. The slaves of follow. The mind flayers also direct the drow to use
the mind-flayers have only recently started digging, so their faerie fire and darkness abilities when appropriate,
the tunnel into the rock peters out after a hundred feet and they order the duergar to turn themselves invisi-
or so. The timbers are used to shore up the roof of the ble and attempt to grapple a spellcaster. Other than
tunnel. Because wood is scarce in the Underdark, the that, the digging team scatters randomly into the
mind flayers use the larger bones of creatures such as larger cavern, then cowers in fear, oblivious to the
hydras for building materials. battle around them.
Creatures: Four mind flayers are present: two at the If three mind flayers fall in combat, the fourth use
tunnel entrance and two more overseeing the digging plane shift and retreats to the Astral Plane. It waits there
at the end of the tunnel. Fifteen hobgoblins, 7 duergar, for a few hours, then plane shifts again and begins what
and 4 drow comprise the digging team. They’re effec- is probably a long walk back to Manzessine Prison.
tively unarmed; their shovels deal 1d4 points of bludg- The tunnelers have been charmed so thoroughly that
eoning damage, but the diggers are not proficient in they are nearly incapable of independent thought.
their use (–4 penalty on attacks). In any case, they Once they’re out of the tunnel, they cower in place
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CONNECTING TO CITY OF THE SPIDER QUEEN
In City of the Spider Queen, the cave-in is about fifteen miles negotiate a trading agreement similar to the one the mind
southeast of Szith Morcane—about halfway between the flayers had with the Lolth-worshipping predecessors in
drow settlement and the Lake of Shadows, just a few miles Szith Morcane. If captured and interrogated, they might
short of the major fork shown on the map. A secondary reveal the existence of Manzessine Prison.
canyon, not shown on the player’s handout, winds down Later in the adventure, the characters might encounter
and east from there, terminating at the gates of the hermit mind flayer Quthnorak in area V5 of Vournoth’s
Manzessine Prison. Mire. Quthnorak undoubtedly knows about Manzessine
If you like, you can provide foreshadowing for “Spiral of Prison. Perhaps he travels there once a year for certain dark
Manzessine” while the characters are still in Szith Morcane. religious rites Or maybe he served a sentence in
The mind flayer in area S12 (the Szith Morcane bazaar) Manzessine Prison, then chose the life of a hermit upon his
could be from Manzessine Prison, in Szith Morcane to release, knowing he’d be unwelcome in mind flayer society.
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72
and refuse to fight, wailing terribly if their masters are on the Material Plane, find the path directs them to
slain. Their attitude is hostile to the PCs, and even if Manzessine Prison. Then the spell leads the characters
liberated they stay put rather than flee. If the charac- straight though the spiral-shaped prison, warning the
ters can improve their attitude to indifferent, the tun- spell recipient of traps (but not creatures). On the
nelers flee back toward Szith Morcane. Ethereal Plane or Plane of Shadow, find the path can
Unless the giant lizards actually take damage, they direct the spell’s recipient right to the point where the
stay where they are, blithely ignoring the combat main passageway resumes.
around them. Other Divination spells are less useful. Clairaudi-
Development: The characters might try to get past ence/clairvoyance can’t find the other side of the cave-in

MANZESSINE
the cave-in at this point, ignoring the passageway to because it’s not a known or obvious locale. Scrying

SPIRAL OF
Manzessine Prison. Let them try, but even with magic, works on people, not locations. Contact other plane, div-
it’ll be a tough task. Dimension door lacks the range to ination, and commune won’t provide specific enough
get through a mile of solid rock, and teleport is a dan- information to navigate beyond the barrier, although
gerous, uncertain solution because of the faerzress they might tell the characters just how massive the
effect described above. Most plans for magically cave-in is.
bypassing the cave-in fail for a more subtle reason, Ad-Hoc XP Adjustment: Because the thralls are
however: It’s hard to know exactly where the passage- unarmed and mostly noncombatants, they aren’t a
way resumes a mile away, and it’s difficult to navigate challenge. Characters only earn experience for over-
with precision through solid stone. The biggest barrier coming the mind flayers.
to teleport isn’t the faerzress; it’s the difficulty in getting
a description of the destination. 1. BRIDGE OF FUMES (EL VARIABLE)
Characters who try to dig their way through the After an uneventful two-mile journey from the cave-
cave-in probably make faster progress than the mind in site (through typical Underdark caverns described
flayer thralls, but they probably get discouraged and above), the characters arrive at Manzessine Prison. To
give up eventually. Disintegrate only digs out 10 feet of gain entry, they must cross the bridge and deal with its
corridor, and it definitely needs shoring up if the char- guards.
acters want a safe passage to travel down. Passwall
works a little better, digging faster and making more Between two massive stalagmites is a natural stone
stable tunnels. Still, an 11th-level arcane spellcaster bridge that crosses a chasm, ending at an iron
needs to cast hundreds of passwalls to get all the way portcullis. To either side of the portcullis are hol-
through the cave-in—probably an impossible task, lowed-out stalactites ending 10 feet from the ledge.
given that passwall only lasts for 1 hour per level. Two strange, patchwork-skin mockeries of giant
Polymorphing the whole group into burrowing crea- mind flayers stand on the ledge. The bottom of the
tures such as umber hulks is an effective solution, but chasm can’t be seen—not because it’s necessarily
keep in mind that not every burrowing creature can deep, but because it’s full of a green, glowing gas.
burrow through rock (umber hulks can). Simply Wisps of the sulphurous gas extend to about 5 feet
having one character burrow ahead of the group won’t below the bridge.
work, because the tunnel collapses right behind the
burrower. Navigating remains a problem, too. One of the stalactites contains Xalliordel, the mind
Other spells might prove more useful, but none is a flayer sentry responsible for keeping intruders out of
guarantee. Ethereal jaunt targets only the caster, and its Manzessine Prison. If a telepathic warning to intrud-
duration is too short to travel all the way to where the ers doesn’t work, he orders the flesh golems to attack
passageway resumes. Etherealness might work if the and sound the alarm.
characters are unusually fast and travel unerringly in a The gas glows with a soft green neonlike effect
straight line through the cave-in. If they’re even equivalent to the light of a full moon on the surface.
slightly off-course or travel slowly, they won’t make it Three other features exist in this area, although the
through the cave-in in time. characters are unlikely to notice them. Near the bottom
The shadow walk spell is probably beyond the of the chasm—100 feet down—is the natural vent
powers of a PC wizard, but an arcane spellcaster with a through which the green gas seeps. There’s also a valve
shadow walk scroll might be able to bypass the cave-in. mechanism controlled by the levers in area 23. And
Again, navigation through the solid rock is a signifi- along the south edge of the wall, at about bridge height,
cant hurdle. is a small viewport that allows a character in area 23 to
As an aid to navigation, find the path is probably the watch the bridge and the gas. A successful Spot check
most effective Divination spell. If the characters are (DC 30) allows a character to notice the viewport.

73
Trap (EL 8): The green gas is poisonous oorga gas, extracts the brain, killing the victim.
strong enough to kill many victims within a minute. Improved Grab (Ex): Xalliordel must hit a Small to
It’s safe to walk on the bridge and the ledge, but any Large creature with a tentacle. If he hits, he gets a free
character who flies below the bridge or falls off it is grapple check to establish a hold. If successful, he can
subject to the poison every round he inhales the gas. attach the remaining tentacles with another successful
The oorga gas doesn’t affect the flesh golems, of grapple check. If the foe is trying to escape, the mind
course. But the golems and Xalliordel watch the wisps flayer gets a +2 circumstance bonus for every tentacle
of oorga gas very carefully. There’s almost no air move- attached at the beginning of the turn.
ment in the cavern normally, so if the wisps move, the Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be
MANZESSINE

guards know something is moving invisibly through stunned for 3d4 rounds.
SPIRAL OF

the cavern. Characters who walk on the bridge or fly Psionics (Sp): At will—astral projection, charm monster,
10 feet above it disturb the gas unless they are them- detect thoughts, levitate, plane shift, suggestion. Caster level
selves incorporeal, gaseous, or ethereal. 8th; save DC 15 + spell level.
a Oorga Gas: CR 8; Inhaled; Fortitude save (DC Telepathy (Su): Xalliordel can communicate tele-
18) resists; 1d6 Con/2d6 Con. pathically with any creature within 100 ft. that has a
Creatures (EL 12): Two flesh golems, made mostly language.
from drow and mind flayer parts, guard the gate at all Spells Prepared (4/5/3; base save DC = 15 + spell level):
times. When the characters arrive, a 3rd-level mind 0—cure minor wounds, detect magic ×2, guidance; 1st—
flayer cleric named Xalliordel is on duty in the north detect good, detect chaos, entropic shield, protection from
stalactite. good*, shield of faith; 2nd—calm emotions*, hold person,
The characters can’t see them right away, but a zone of truth.
shrieker grows on the east exterior of each stalactite. *Domain spell. Domains: Evil (+1 caster level for evil
d Xalliordel, Male Mind Flayer Clr3: CR 11; spells), Law (+1 caster level for lawful spells).
Medium-size Aberration; 8d8+16 (mind flayer) plus Possessions: +2 breastplate, wand of silence (46 charges),
3d8+6 (Clr); hp 73; Init +7; Spd 20 ft.; AC 23, touch 13, potion of cure moderate wounds, scroll of invisibility purge.
flat-footed 20; Atk +11 (1d4, 4 tentacles); SA mind blast, d Flesh Golems (2): hp 51, 48; Monster Manual 108.
psionics, improved grab, extract; SQ telepathy; SR 25; d Shriekers (2): hp 10, 9; Monster Manual 93.
AL LE; Fort +7, Ref +6, Will +14; Str 10, Dex 16, Con Tactics: As soon as Xalliordel suspects the existence
15, Int 18, Wis 21, Cha 20. of intruders, he says (telepathically if the intruder is
Skills: Concentration +13, Hide +9, Intimidate +12, visible, in Undercommon if the intruder can’t be
Knowledge (religion) +9, Knowledge (Underdark) +9, seen), “Come no further. State your business clearly
Listen +16, Move Silently +8, Sense Motive +10, Spell- and completely, or go immediately whence you came.
craft +14, Spot +16. Feats: Alertness, Combat Casting, We eat visitors.”
Dodge, Improved Initiative, Mobility, Weapon Finesse The characters might attempt to talk their way past
(tentacle). the guard by making threats, employing a ruse, or rely-
Extract (Ex): If Xalliordel begins a turn with all ing on the mind flayers’ good nature (unlikely). Xal-
four tentacles attached, and maintains his hold, he liordel banters with the characters so long as they
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PRISON BREAK
Once the shriekers start screaming, Manzessine Prison of the bars to get a dispel magic off. Albossk dispels the sig-
goes on alert. Once they see guards scurrying about, twelve ils of suppression on Dyema’s cell, then Dyema begins using
of the prisoners launch their escape attempt. telekinesis to manipulate the locks to free the conspirators.
All the prisoners have the tattoo of dimensional anchor, so In less than a minute, they’re all out of their cells, but the
the mind flayers among them can’t use their astral projec- Manzessine prison guards discover the escapees. A battle
tion or plane shift abilities. They’re also confined to their ensues, with the escapees heading both downward and
cells at all times, unless they’re on their way to or from the upward. In both cases, the escape attempts stall when the
torture chamber. Finally, sigils of static carved into each prisoners meet more serious opposition (in areas 7–10 and
prison cell prevent the prisoners from communicating with area 19). But the escapees are probably still on the loose
each other, and spellcasters have sigils of suppression on when the characters arrive on the scene.
their cells as well The escape happens quickly, so it’s unlikely that the PCs
But by leaving messages for each other in one of the echo see it happen. But they see its aftermath, and they probably
stones in the torture chamber, the prisoners slowly formed stumble onto one or both of the standoffs that have devel-
a conspiracy, then an escape plan. Albossk, the mind flayer oped between the escapees and their former captors.
cleric, uses his Escape Artist skill to squeeze far enough out
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74
to Szith Morcane

Hollow 3
to Prison
Stalactites
Gas
to Cave In Ramp Down

MANZESSINE
SPIRAL OF
1 2

Cave In 23 5 4

Gas Line (approximate)

8
6

23 Spiral Down to 7

7
22
9

22 Spiral up to 6
11
10

28
21
12
26 29
25

27 14
13
to 15
20
18

to 14
Stalactites
15 Stalagmites
to 19
17 Curtain
16 Rubble
Secret Door
to 20 16
Iris Valve Door
16 Stairs
Ladder
16 (arrow indicates
19 descent)

75
don’t try to cross the chasm or obviously set up an natural caverns; the mind flayers took advantage of
attack. Once the characters have spoken to him for a many natural caverns when they built the prison cen-
bit, have them attempt the relevant opposed check turies ago.
(Bluff, Diplomacy, or Intimidate) against Xalliordel’s Walls: Walls in the natural caverns are unworked
Sense Motive check. The best the characters can real- stone. Finished chambers have a layer of masonry cov-
istically hope for is a delay while Xalliordel sends a ering the hewn stone.
hobgoblin slave to get Lugrihoomius in area 12. If Xal- s Unworked Stone Walls: At least 5 feet thick;
liordel wins the check, he simply says, “Retreat now or hardness 8; hp 900 (per 5 feet of thickness); AC 3;
be slain.” Combat starts the following round. break DC 65; Climb DC 20.
MANZESSINE

Needless to say, Manzessine Prison doesn’t get many s Masonry Walls: 1 ft. thick; hardness 8; hp 90; AC
SPIRAL OF

visitors, much less unannounced drop-ins. 3; break DC 35; Climb DC 15.


In a fight, Xalliordel stays in his stalactite (where he Floors: Unworked floors are natural stone, so run-
has three-quarters cover), first disturbing the shriek- ning and charging are impossible. In the finished
ers to put the prison on alert, then using mind blast to chambers, smooth stone floors present no obstacles to
stun as many characters as possible. He also has a movement.
scroll of invisibility purge to take care of unseen foes. Ceilings: Ceilings in the natural caverns are
The flesh golems engage in melee, trying to perform unworked stone and range from 10 feet high near the
coup de graces on stunned characters and making bull walls to peaks of 20 to 30 feet. Finished ceilings are
rush attacks to send characters down the chasm. hewn stone, and larger chambers have buttresses to
Because they’re constructs, the golems are unaffected prevent cave-ins.
by Xalliordel’s mind blast. Doors: Inside Manzessine Prison are two kinds of
Development: If the characters defeat Xalliordel doors: airtight steel iris-valve doors (with inset levers
and the flesh golems, they have a few more obstacles that open and close them) and strong wooden doors.
to deal with. The shriekers scream their warning if The doors all have good (Open Lock DC 30) locks and
Xalliordel disturbs them, or if characters pass within are typically kept locked—this is a prison, after all.
10 feet of the stalactites. Once the guards scramble, the s Iris-Valve Doors: 2 in. thick; hardness 10; hp 60;
prisoners make their move (see the “Prison Break” break DC 28.
sidebar). s Strong Wooden Doors: 2 in. thick; hardness 5;
A lever-and-wheel mechanism 15 feet inside hp 20; break DC 25.
Manzessine Prison raises and lowers the portcullis. Light: Sconces of continual flame illuminate all pas-
Xalliordel’s routine for accepting real visitors is to use sageways and chambers of worked stone. Faintly lumi-
his wand of silence to quiet the shriekers, then climb nescent fungus grows on many of the walls and ceil-
down to raise the portcullis and let the guests in. ings of the natural caverns, providing light equivalent
s Portcullis: 2 in. thick; hardness 10; hp 60; lift DC to that of the full moon on the surface.
25, break DC 28. Air: The air inside Manzessine Prison tends to be
Ad-Hoc XP Adjustment: Characters only get expe- stale and still. Small chimneys (not shown on the map)
rience for overcoming the oorga gas if they take connect the prison to other Underdark caverns, and
damage from the poison or figure out the valve con- eventually to the surface. But rooms that have iris-
trols in area 23, below. Merely walking across the valve doors have no chimneys, because then they
bridge isn’t enough. wouldn’t be air-tight.
Vents: Airtight rooms also have small, 4-inch vents,
usually near the floor. They connect with the oorga gas
INSIDE system controlled from the valve room (area 23). The
MANZESSINE PRISON map indicates the path of gas if someone reaches the
Once inside Manzessine Prison, characters have to valve control room and opens the valves.
contend both with chambers hewn from stone and
pqqqqrs
GOLEM ORDERS
Manzessine Prison has a lot of golems guarding it. Most to their torture sessions, and when they get free, they try
are instructed to ignore anyone who makes the correct ges- making the gesture. But it doesn’t work. The golems have
ture: bowing at the waist with arms crossed and hands orders that for 2 hours after the alarm goes off, they
touching shoulders. Anyone else gets attacked. respond to a different gesture: arms overhead and crossed
The prisoners see this happen all the time as they’re led at the wrists.

pqqqqrs
76
2. PRISON ENTRYWAY Tactics: Unless the characters can make the correct
Beyond the portcullis is a chamber of worked stone gesture (arms crossed overhead), the golems attack.
with a ramp leading downward and to the east. Fres- They’re unsubtle but tenacious, engaging in melee
coes cover the walls, depicting various Underdark combat at every opportunity, heedless of the danger.
races (mostly mind flayers, but also drow, duergar, Treasure: All kinds of mundane equipment is here,
and others) drowning in a sea of purple and tenta- including almost any of the gear found in Chapter 7 of
cles. A wheel and lever mechanism is embedded in the Player ’s Handbook. There aren’t any weapons or
the wall. Along the west wall are two small door- armor here. It’s unlikely that characters give the equip-
ways about 20 feet high. ment here more than a cursory notice. Most of the

MANZESSINE
food here is dried; the kitchen (area 10) has fresh food

SPIRAL OF
The doorways lead into the hollow stalactites in area for both the mind flayers and their humanoid slaves. A
1. (The mind flayers can all levitate, so they typically strongbox near the back (Search DC 20) marked
dispense with ladders.) The wheel raises and lowers “Drow Bribe Proceeds” has 2,000 gp and 1,500 sp.
the portcullis, and the lever locks it in position.
Development: Once the alarm goes off, four flesh 4. BARRACKS (EL VARIABLE)
golems are supposed to guard the entryway and These are the living quarters for the rank-and-file
repulse any intruders. But the mind flayers have erred, mind flayer guards in Manzessine Prison. Most of
locking the golems in the storage cave (area 3). them rush toward the prison cells when the alarm
sounds. If the alarm has sounded, most of them are
3. STORAGE CAVE (EL 11) dead in areas 7 and 8. But two stragglers remain in the
If the alarm has been sounded, read the following: armory (area 5).
This is also the first place characters encounter one
Behind the two wooden doors, you can hear dull of the iris valve doors. Once they’re through it, read
thumping and pounding at irregular but frequent the following:
intervals.
Walls and curtains divide these rooms from the
The sound is the four flesh golems inside, trying to hallway that continues south. In each are eight egg-
get out. A successful Listen check (DC 20) reveals the shaped beds, each with a matching wood-and-iron
sound of shuffles and footsteps and indicates that the footlocker.
pounding sounds like flesh on wood.
Once the characters open the doors, read them the The iris-valve door on the south side of the room is
following (you might want to complete the combat typically kept closed but unlocked.
first): Creatures (EL 14): If the alarm hasn’t sounded yet,
there are eight mind flayers present—four in each
This cave is full of crates and barrels, all clearly room. But if the alarm has sounded, the barracks are
marked in Undercommon: rope, extra shackles, empty.
glassware, brain jerky, and so on. Two wagons—one d Mind Flayers (8): hp 43, 45 51, 49, 44, 41, 32, 45;
with a broken axle—sit just inside the door, and Monster Manual 136.
animal droppings are scattered across the floor. Tactics: The mind flayers are almost certainly
unaware of the characters’ presence unless they
The animal droppings are from the pack lizards simply walk in. They do whatever it takes to flee so
encountered near the cave-in. they can warn the rest of the prison, including suffer-
Creatures: Four flesh golems are stored here as a ing attacks of opportunity so their fellows can get past
reserve in case the existing ones are destroyed or go the PCs. They’re also willing to mind blast each other if
berserk. They have orders to seize and hold the entry- doing so gets all or most of the intruders as well. If
way (area 1), but the door is locked and they don’t reduced to 5 hp or less, they use plane shift to escape.
know how to open it. They pound fruitlessly at the Treasure: The footlockers each have good locks
door until someone lets them out or for 2 hours. If the (Open Lock DC 30), but each mind flayer has the key
characters open the door, they immediately attack. to its own locker. Thus half the footlockers present no
If the alarm hasn’t sounded yet, they emerge from obstacle if the PCs defeat the mind flayers. Inside the
crates, then attack anyone who doesn’t make the footlockers are extra robes, various knickknacks and
proper hand gesture. religious icons, and a total of 250 gp.
d Flesh Golems (4): hp 50, 60, 48, 47; Monster Development: Keep track of how much noise the
Manual 108. characters make here; if there are mind flayers in area

77
5, they might hear the PCs. The DCs for the mind flay- The spiral ramp, buttressed against itself periodi-
ers’ Listen checks are +9 to hear things in the western cally, goes down for 90 feet (six complete spirals).
barracks room and +13 to hear in the eastern barracks, With no railings or visible means of support, it seems
due to distance and the door. unsafe but is actually sturdy enough to walk on (but
This is also the first place where the characters see the Development section below). But there is a
might see the oorga gas vents. real danger: the cryohydra guardian.
Ad-Hoc XP Adjustment: Characters gain no expe- Creatures: The cryohydra sits on a ledge out of view
rience for mind flayers who successfully flee, because from the top of the spiral ramp. But once the charac-
mind flayers would rather warn the rest of the prison ters have completed their first circle downward,
MANZESSINE

than fight. they’re right across from it, and the cryohydra
SPIRAL OF

breathes on them.
5. BASIC ARMORY (EL VARIABLE) The cryohydra knows all the prison guards and
This is where the mind flayer guards keep weapons slaves by scent and won’t attack them because it knows
and other gear when they aren’t on duty. they feed it. For this reason, feeding the hydra is a
mandatory duty for guards at Manzessine Prison.
A rickety wooden stairway winds down along the They’ve grown the hydra from an egg, and it’s too large
wall of this octagonal room. Racks on the walls hold to fit out of this cavern now.
an array of spears, tridents, and whips. Shackles, d Eleven-Headed Cryohydra: hp 120; Monster
chains, and truncheons also hang from the walls. A Manual.
round table in the center of the room is covered Tactics: The cryohydra breathes on intruders as
with arrow shafts, heads, and feathers. soon as they come around the curve of the spiral ramp,
then bites as far as it can reach with its heads. It con-
If the alarm has sounded, two mind flayers are here, tinues this routine as long as it can. If the characters
grabbing weapons. If they heard the characters back in retreat beyond its reach, it’s content to breathe at them
area 4, they’re ready for a fight; otherwise the charac- until its taken 60 points of damage. If it’s more than
ters are likely to surprise them. half wounded or the characters rush past it heading
One of the mind flayer guards was learning fletch- downward, it backs up, then attempts a running jump
ing, hence the mess on the center table. across to the spiral ramp (which the hydra makes auto-
Creatures (EL 9): The two mind flayers are only matically), before chasing down the PCs. It’s not smart
here if the alarm has been sounded. If the characters enough to try bull-rushing the characters off the spiral
somehow sneak in here, the armory is deserted. ramp, unless the characters try that tactic on it first.
d Mind Flayers (2): hp 43, 45; Monster Manual 136. Development: The cryohydra’s massive weight
Tactics: The mind flayers use mind blasts as long as might be too much for the spiral ramp to bear. There is
the characters don’t rush them and they have more a 20% chance each round, checked at the end of the
than 15 hp. If they’re badly wounded they try to rush hydra’s turn, that the ramp begins to crumble and large
the PCs, using their tentacles to get one last good meal cracks appear. At the end of the hydra’s next turn, the
before going down. spiral ramp collapses. Anyone still on the ramp takes
Treasure: There are 1d6+6 each of the following falling damage as normal, then another 5d6 points of
weapons: clubs, daggers, halfspears, heavy crossbows, damage from the rubble that was once the spiral ramp.
nets, saps, shortspears, tridents, and whips. There are
1d3 suits each of the following armor: banded mail, 7. ALCOVE CHECKPOINT (EL 10)
full plate, and mithral breastplate. The dead mind flayers probably get the players’ atten-
Development: The mind flayers might bargain for tion, but the real threat are the flesh golems hiding in
their lives, but they aren’t willing to give up any infor- alcoves above the doors. (Omit the mind flayers if the
mation of consequence. They intimate that they know prison still isn’t on alert.)
a great deal, however, trying to buy time and watching
for the PCs to let their guards down or make a mistake Beyond the door is a high-ceilinged natural cavern
the mind flayers can exploit. about 40 feet across. A wooden door seems to be the
room’s only salient feature—other than the two
6. SPIRAL RAMP (EL 12) dead mind flayers that lie in front of the door.
This 60-foot diameter circular cavern disappears
into the darkness below. In the center of the cavern If the players ask how tall the ceiling is, have the
is a corkscrew shaped ramp that spirals counter- characters make Spot checks to see the alcoves 30 feet
clockwise down into the gloom. up holding flesh golems (Hide –5). But if the charac-

78
ters immediately move into the
room because they’re curious
about the mind flayer bodies, the
flesh golems can drop to the
ground during the surprise
round.
Creatures: Three flesh golems
lurk in alcoves near the ceiling.
d Flesh Golems (3): hp 46,

MANZESSINE
46, 41; Monster Manual 108.

SPIRAL OF
Tactics: The flesh golems don’t
care about the 3d6 points of
damage they take from the fall. If
they can jump far enough from
their alcoves, they land on a PC,
dealing 6d6 points of damage. This
knocks both the golem and the PC
prone; scatter the golem into a
random adjacent square after land-
ing. After they land, the golems are
straightforward melee fighters,
showing a grasp of basic tactics
like flanking and ganging up on
one foe. But truly inventive tactics
are beyond them.
Development: The dead mind
flayers are casualties from the
major battle between the guards
and the escapees just beyond the
door. That battle has devolved into
a standoff that the characters prob-
ably upset.

8. LAKE (EL VARIABLE)


This is the water supply for the prison. If the prison-
ers have escaped their cells, their ringleader is hiding Unlike the other natural caverns you’ve seen so far,
out here. this cavern is quite damp, with trickles of water run-
ning down the walls. The bottom half of the cavern
This natural tunnel slopes upward at a 45 degree angle. is submerged, and a rickety little jetty juts out into
In a few spots, the pitch is even steeper, and iron the water. There’s a stack of buckets on the end of
ladder-rungs have been hammered into the stone. the jetty.

If the alarm has sounded, add the following: Creatures (EL 13): Albossk, the ringleader of the
escapees, is waiting and listening at the top of the lad-
At the bottom of the first ladder lie three dead mind ders. He fled up here during a battle that encompassed
flayers. Draped over the top of the ladder is another areas 7–10 and was very dismayed to discover it wasn’t
mind flayer corpse. the way out of the prison. The guards who were chas-
ing him are now littering the ladder. They’ve all suf-
Assuming the alarm was sounded, Albossk is stand- fered brain extraction.
ing at the top of the second ladder, ready to use sugges- If the alarm hasn’t sounded yet, the lake is deserted.
tion, charm monster, or mind blast on the first character d Albossk, Male Mind Flayer Clr5: CR 13;
he sees. If and when the characters reach the top of Medium-size Aberration; 8d8 (mind flayer) plus 5d8
that ladder, read the following: (Clr); hp 54 (currently 51); Init +8; Spd 30 ft.; AC 17,
touch 14, flat-footed 13; Atk +13 (1d4+2, 4 tentacles);

79
SA mind blast, psionics, improved grab, extract; SQ 9. SLAVE QUARTERS (EL VARIABLE)
telepathy; SR 25; AL LE; Fort +6, Ref +7, Will +15; Str If the characters haven’t triggered an alarm yet, this
14, Dex 18, Con 10, Int 18, Wis 22, Cha 19. room is full of sleeping hobgoblin, drow, and duergar
Skills: Bluff +9, Concentration +11, Diplomacy +13, slaves, none of whom pose even the slightest chal-
Escape Artist +12, Hide +10, Knowledge (religion) +9, lenge for the characters.
Knowledge (Underdark) +9, Listen +16, Move Silently If the alarm has sounded, the slaves are dead and
+9, Spot +16. Feats: Alertness, Blind-Fighting, Combat two escapees have barricaded themselves in here.
Casting, Dodge, Improved Initiative, Weapon Finesse They’ve destroyed the continual flame, so it’s com-
(tentacle). pletely dark. If the characters have darkvision or bring
MANZESSINE

Extract (Ex): If Albossk begins a turn with all four a lights source to bear on the room, read the following:
SPIRAL OF

tentacles attached, and maintains his hold, he extracts


the brain, killing the victim. Pools of blood cover the floor, which is scattered with
Improved Grab (Ex): Albossk must hit a Small to the bodies of about a dozen hobgoblins, drow, and
Large creature with a tentacle. If he hits, he gets a free duergar. Rude sleeping pallets line the walls, and
grapple check to establish a hold. If successful, he can ragged robes hang on hooks near each one. Some of
attach the remaining tentacles with another successful the pallets have been tipped over on their edge.
grapple check. If the foe is trying to escape, the mind
flayer gets a +2 circumstance bonus for every tentacle This room has oorga gas vents.
attached at the beginning of the turn. Creatures (EL 13): Quasuliarint the mind flayer
Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be and Thut-hakh, a bugbear assassin, are behind two of
stunned for 3d4 rounds. the pallets. After their escape, they wound up pinned
Psionics (Sp): At will—astral projection, charm monster, in this room by Lugrihoomius, who’s currently in area
detect thoughts, levitate, plane shift, suggestion. Caster level 10. They’ve been trading sporadic mind blasts, cross-
8th; save DC 15 + spell level. bow bolts, and shouted threats ever since. They got
Telepathy (Su): Albossk can communicate tele- separated from Albossk during the fighting and don’t
pathically with any creature within 100 ft. that has a know he’s still alive.
language. d Quasuliarint, Male Mind Flayer Ftr3: CR 11;
Spells Prepared (5/6/5/3; base DC = 16 + spell level): Medium-size Aberration; 8d8+16 (mind flayer) plus
0—cure minor wounds, detect magic ×2, guidance ×2; 3d10+6 (Ftr); hp 75 (currently 67); Init +8; Spd 30 ft.;
1st—command, cure light wounds, detect evil, divine favor, AC 17, touch 14, flat-footed 13; Atk +11 melee (1d4+2,
Nystul’s undetectable aura*, shield of faith; 2nd—bull’s 4 tentacles) or +11 ranged (1d10/crit 19–20, heavy
strength, calm emotions*, endurance; 3rd—cure serious crossbow); SA mind blast, psionics, improved grab,
wounds, deeper darkness, dispel magic* (already cast). extract; SQ telepathy; SR 25; AL LE; Fort +7, Ref +7,
*Domain spell. Domains: Lawful (+1 caster level for Will +9; Str 15, Dex 19, Con 14, Int 18, Wis 14, Cha 20.
lawful spells), Magic (can use arcane spell completion Skills: Bluff +10, Concentration +13, Hide +10,
and spell trigger items as 2nd-level caster). Intimidate +13, Knowledge (history) +9, Knowledge
Possessions: None. (Underdark) +9, Listen +13, Move Silently +9, Spot
Tactics: Unlike many of the other escapees, +13. Feats: Alertness, Combat Casting, Dodge,
Albossk is looking for allies, so he attempts suggestion Improved Initiative, Point-Blank Shot, Precise Shot,
or charm monster rather than start a fight right away. Weapon Finesse (tentacle), Weapon Focus (tentacle).
Using a combination of his spell-like abilities and Extract (Ex): If Quasuliarint begins a turn with all
Diplomacy, he tries to forge an alliance with the char- four tentacles attached, and maintains his hold, he
acters. This alliance lasts exactly long enough to get extracts the brain, killing the victim.
Albossk safely near the entrance, then Albossk Improved Grab (Ex): Quasuliarint must hit a Small
double-crosses the characters (better to be the traitor to Large creature with a tentacle. If he hits, he gets a
than the victim, he reasons). free grapple check to establish a hold. If successful, he
If Albossk hears enough to know that whoever’s can attach the remaining tentacles with another suc-
coming up the ladders poses a serious threat, he casts cessful grapple check. If the foe is trying to escape, the
spells in the following order: endurance, shield of faith, mind flayer gets a +2 circumstance bonus for every
bull’s strength, and divine favor. tentacle attached at the beginning of the turn.
Ad-Hoc XP Adjustment: Because Albossk has no Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be
equipment, award 10% less experience for this stunned for 3d4 rounds.
encounter. Psionics (Sp): At will—astral projection, charm monster,
detect thoughts, levitate, plane shift, suggestion. Caster level

80
8th; save DC 15 + spell level. The mind flayers cook very little. If something
Telepathy (Su): Quasuliarint can communicate needs to be heated, they immerse it in the hot
telepathically with any creature within 100 ft. that has springs in the corner, which is hot enough to cook
a language. food (and flesh—the hot water deals 1d6 points of
Possessions: Masterwork crossbow, 5 bolts. damage per round).
d Thut-hakh, Male Bugbear Rog2/Asn7: CR 11; Creatures (EL 11): If the alarm has sounded, Lugri-
Medium-size Humanoid (goblinoid); 3d8+9 (bugbear) hoomius, the mind flayer who handles day-to-day
plus 2d6+6 (Rog) plus 7d6+21 (Asn); hp 81 (currently operations at the prison is here, along with her ever-
70); Init +8; Spd 30 ft.; AC 17, touch 14, flat-footed 13; present shield guardian companion. They attack

MANZESSINE
Atk +13 melee (1d4+4/19–20, dagger) or +13 ranged anyone who isn’t a known member of the prison staff.

SPIRAL OF
(1d4+4/19–20, dagger); SA sneak attack +5d6, death d Lugrihoomius, Female Mind Flayer Ftr2:
attack; SQ scent, evasion, poison use, uncanny dodge; Medium-size Aberration; 8d8+16 (mind flayer) plus
AL CE; Fort +6, Ref +15, Will +4; Str 18, Dex 18, Con 2d10+4 (Ftr); hp 63; Init +4; Spd 20 ft.; AC 25, touch 13,
16, Int 10, Wis 12, Cha 6. flat-footed 22; Atk +12 (1d4+3, 4 tentacles); SA mind
Skills: Climb +12, Hide +19, Listen +2, Move Silently blast, psionics, improved grab, extract; SQ telepathy; SR
+19, Open Lock +16, Spot +2. Feats: Dodge, Improved 25; AL LE; Fort +7, Ref +6, Will +8; Str 17, Dex 18, Con
Initiative, Mobility, Quick Draw. 15, Int 18, Wis 14, Cha 18.
Death Attack: If Thut-hakh studies his victim for 3 Skills: Bluff +9, Concentration +13, Hide +6, Intimi-
rounds, then makes a successful sneak attack with a date +9, Knowledge (nobility and royalty) +9, Knowl-
melee weapon, the target must succeed at a Fortitude edge (Underdark) +9, Listen +9, Move Silently +5,
save (DC 17) or die. Sense Motive +7, Spot +9. Feats: Alertness, Combat
Possessions: Six masterwork daggers. Casting, Dodge, Improved Initiative, Mobility, Spring
Tactics: As soon as the characters come to the door- Attack, Weapon Finesse (tentacle).
way, Thut-hakh begins studying one of the characters, Extract (Ex): If Lugrihoomius begins a turn with all
preferably an obvious spellcaster or lightly armored four tentacles attached, and maintains her hold, she
character, in preparation for a death attack. He has to extracts the brain, killing the victim.
peek around the corner of one of the pallets to do this, Improved Grab (Ex): Lugrihoomius must hit a
so characters might spot him (Thut-hakh’s Hide check Small to Large creature with a tentacle. If she hits, she
opposed by the PCs’ Spot checks, should they care to gets a free grapple check to establish a hold. If success-
make them). Quasuliarint waits until Thut-hakh ful, she can attach the remaining tentacles with
charges from behind a pallet, then opens up with another successful grapple check. If the foe is trying to
either his mind blast (if he can avoid hitting Thut- escape, the mind flayer gets a +2 circumstance bonus
hakh) or his heavy crossbow (if he can’t). for every tentacle attached at the beginning of the turn.
In melee, Thut-hakh uses the Mobility feat to get Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be
around the PCs, perhaps maneuvering for a flanking stunned for 3d4 rounds.
bonus if Quasuliarint is also drawn into melee. Psionics (Sp): At will—astral projection, charm monster,
Because he has the Quick Draw feat, Thut-hakh isn’t detect thoughts, levitate, plane shift, suggestion. Caster level
shy about throwing his daggers. 8th; save DC 15 + spell level.
Ad-Hoc XP Adjustment: Because Quasuliarint and Telepathy (Su): Lugrihoomius can communicate
Thut-hakh are underequipped, award 15% less experi- telepathically with any creature within 100 ft. that has
ence for this encounter. a language.
Possessions: +1 breastplate, +1 large steel shield, potion of
10. KITCHEN (EL VARIABLE) cure serious wounds, rope of entanglement.
If the alarm has sounded, Lugrihoomius, the second- d Shield Guardian: hp 80; Monster Manual 163.
in-command of Manzessine Prison, is in the kitchen, Tactics: If possible, Lugrihoomius uses her Spring
waiting for reinforcements to arrive before he rushes Attack feat from behind her shield guardian. If she
into the slave quarters. Otherwise it’s empty. hits with a tentacle, she attempts a brain extraction
rather than springing back to safety.
This is obviously a kitchen, dominated by a large
wooden table in the center. Pots and pans hang 11. FRESCO CHECKPOINT (EL 10)
from an iron ceiling rack, and boxes and jars line This room houses two bodaks, charged by a high-level
shelves on the walls. Steam rises from a pool of mind flayer cleric with guarding the prison cells
water in the corner. against unauthorized entry—or exit.

81
At the bottom of the stairs is a wedge-shaped room The runes are sigils of static and sigils of suppression.
covered with a fresco painting similar to the one in The top five stalactites are stalactites of stasis, so they
the entryway—various Underdark denizens don’t have sigils, which would be redundant. For
drowning in massive purple tentacles. There are details on these items, see the “New Magic Items” side-
double wooden doors on the east wall. Flanking bar.
them like butlers are two gray, gaunt forms. Their Creatures: In the unlikely event that the prison is
eyes are empty white orbs. still quiet, there are eleven prisoners here. After the
alarm, they scatter to various rooms.
If the alarm has sounded add the following: “Two d Albossk: hp 54; see area 8 for statistics.
MANZESSINE

mind flayers lie dead in the center of the room.” (They d Dyema: hp 42; see area 19 for statistics.
SPIRAL OF

rise as bodaks in a little less than 24 hours.) d Quasuliarint: hp 75; see area 9 for statistics.
Creatures: Two bodaks have guarded this room for d Thut-hakh: hp 81; see area 9 for statistics.
untold years, averting their gaze for authorized d Absterthelid: hp 81; see area 19 for statistics.
passersby. The bodak’s gaze killed two of the escapees, d Mind Flayers (8): hp 42, 31, 41, 50, 44, 47, 40, 40;
but Albossk, Quasuliarint, and Thut-hakh made their Monster Manual 136.
saves and fled through this room as fast as they could. Tactics: If the characters raise a ruckus here, the
d Bodaks (2): hp 57, 55; Monster Manual 27. prisoners attempt to escape as described in the “Prison
Tactics: The bodaks move to within 30 feet of the Break” sidebar above. They only fight the characters if
characters as soon as they can, then fight conserva- they have to—they’d much rather escape.
tively, waiting for their foes to fail their Fortitude saves Ad-Hoc XP Adjustment: The characters don’t get
and keel over. They won’t pursue foes beyond the experience for sneaking through a room full of
room, and they fight here until slain. locked-up prisoners, but they might earn experience if
they overcome anyone that gets free while the PCs are
12. OFFICER’S QUARTERS (EL in the room.
VARIABLE)
This area is probably empty. But if the characters still 14. CRUSHING ROOM (EL 10)
haven’t alerted anyone to their presence, Lugri- This small room is a deadly trap that separates the cells
hoomius and her shield guardian are here. from the lower parts of the prison.

An intricately carved desk with a plush chair block This room is almost entirely featureless. There’s a
the middle of this wide spot in the passageway. A door in the south wall, and four holes in a diamond
single piece of paper sits atop the desk. pattern to the left of the door. Unlike the other iris-
doors you’ve seen so far, this one has no opening
The paper is titled “ Torture Schedule” and says lever or lock.
“First-day—Thut-hakh; Third-Day—Absterthelid;
Sixth-Day—Albossk; Eighth-Day—Open.” If the alarm has sounded, add the following:
d Lugrihoomius: hp 63; see area 10 for complete
statistics. An obviously dead mind flayer lies in the center of
d Shield Guardian: hp 80; Monster Manual 163. the room in a pool of blood. He is a mess of bloody
Tactics: As described in area 10. pulp, compound fractures, and blunt trauma.

13. PRISON CELLS Trap: The four holes are a control panel that unlocks
If the alarm has sounded, nobody’s here. But normally, and opens the door, but it’s a control panel for mind
Albossk, Dyema, Quasuliarint, Thut-hakh, Absterthe- flayers. Lugrihoomius and Ulliphion are the only mind
lid, and eight other mind flayers are incarcerated here. flayers who know the correct sequence. They snake
their tentacles into the holes and press buttons at the
The ledge you’re standing on overlooks a vast end of each hole, then the door opens safely.
cavern that drops about 60 feet to jagged rocks The trap triggers if the characters enter the wrong
below. A rough ramp snakes downward, eventually code or touch the door without first entering the
reaching the cavern floor near an iris-valve door in code, which is north, east, west, south, south. Even if
the west wall. Above the serpentine ramp hang a characters know the sequence, they’re hard-pressed
series of stalactites, each with an iron-barred door. to actually reach the buttons; each hole snakes
On the lower two rows of stalactites, eldritch runes around several corners, so any poking implement
surround each door. Many of the doors hang open. must be flexible. Otherwise characters think they’ve

82
hit the buttons, when they really just poked the wall If the alarm hasn’t sounded yet, these rooms are
of each tentacle-hole. empty.
The trap itself is simple: The doors lock shut, and 2
rounds later the walls move together. On the third Each of these rooms contains a small writing desk,
round, the trap resets itself. bed, and an array of tapestries and other personal
a Crushing Room: CR 10; automatic reset; walls effects.
move together (16d6 points of damage); no attack roll
required; Search (DC 22); Disable Device (DC 20). Creatures (EL 12): The four mind flayers here are
Development: Assuming the alarm has sounded, not happy about winding up in a dead-end passage-

MANZESSINE
the characters find six small flasks just beyond the way. Two are listening at the door to area 15 while the

SPIRAL OF
south door. (Dyema and Absterthelid stole healing other two search the living quarters. If the listening
potions from guards they overpowered, then healed mind flayers hear something that obviously sounds
themselves after nearly being crushed by this room.) like the defeat of the gelugon, they telepathically con-
tact their fellows, then charge out into area 15.
15. PENTAGRAM CHECKPOINT (EL 10) d Mind Flayers (4): hp 44 (35 current), hp 41 (30
As soon as characters enter the room, read the following: current), hp 52 (38 current), hp 51 (31 current); Mon-
ster Manual 136.
With a puff of brimstone, a 12-foot tall insect with a Tactics: These mind flayers are cautious, all too
longspear appears in the center of a black and silver happy to use mind blast and their other spell-like abili-
pentagram inscribed in a circle on the floor. The ties from a distance. If forced into melee, they gang up
west wall has an iris-valve door, and the south and on spellcasters if possible, helping each other grapple.
east walls have wooden doors. Treasure: Secreted in various drawers and cabinets
in the living quarters are 1,000 pp, 5,000 gp, three 100-
Trap: A summon monster IX spell trap summons a gel- gp pearls, 750 gp worth of diamond dust, a lawful evil
ugon every time someone crosses the threshold of the candle of invocation (2 hours left) and a scarab of protection
doorway (treat the trigger as an alarm spell). The charac- (3 attacks left).
ters might assume that the devil is limited to the circle Development: If it’s been more than 20 minutes
as if it were a summoning circle, but several small since the prison break, assume that the mind flayers
breaks (Search DC 25 to find) render the circle useless. have found all the treasure described above.
a Summon Monster IX Trap: CR 10; proximity Ad-Hoc XP Adjustment: Because these mind flay-
trigger; summons 1 gelugon; Search (DC 34); Disable ers begin the encounter wounded, award 10% less
Device (DC 34). experience for this encounter.
d Gelugon: hp 113; Monster Manual 49.
Tactics: Unless the characters assail it immediately, 17. TORTURE CHAMBER (EL 11)
the gelugon pretends like it’s trapped within the circle This is the workshop of Jackie, a powerful night hag
(Bluff check modified by the PCs’ Sense Motive who tortures the prisoners on a regular basis.
check), hoping to draw the characters closer.
Development: When the prison break occurred, A balcony with four wooden chairs overlooks a
Dyema, Absterthelid, and five other mind flayers chamber of horrors: a rack, iron maiden, whips,
made it this far. They ran past the gelugon—Dyema thumbscrews, spiked wall shackles, and all the other
and Absterthelid south and the other five east—but implements of torture. Shelves on the wall have
one mind flayer died from gelugon-inflicted wounds smaller tools of the torturer’s trade, as well as an array
shortly thereafter. of jars, urns, and other containers. A hideous woman
Two of those mind flayers are listening at the door. next to the rack leers in your direction, dropping a
Depending on what they hear, they might enter this scalpel and whetstone on the ground.
room from area 16 and attack.
This room has oorga gas vents.
16. OFFICES/QUARTERS (EL VARIABLE) Creatures: Jackie is here regardless of the alarm—
These are the offices and living quarters of the elite her orders are to remain in the torture chamber until
mind flayer guards. Lugrihoomius has the northmost Lugrihoomius or Ulliphion comes by to tell her it’s all
room, Ulliphion has the next one, Jackie has the third, clear. But she takes great delight in tearing into the
and Xalliordel has the southmost. Four mind flayers flesh of characters who disturb her.
are ransacking these rooms looking for anything that
might help them get past the gelugon.

83
Disease (Ex): Demon fever—bite, Forti-
tude save (DC 18), incubation period 1 day;
damage 1d6 temporary Constitution. Each
day thereafter, on a failed save, the creature
must immediately succeed at another Forti-
tude save or take 1 point of permanent Con-
stitution drain.
Spell-Like Abilities: At will—detect
chaos, detect evil, detect good, detect law, detect
MANZESSINE

magic, magic missile, polymorph self, ray of


SPIRAL OF

enfeeblement, sleep; Caster level 8th; save DC


11 + spell level.
Dream Haunting (Su): Can visit dreams
of chaotic or evil creatures, dealing 1 point
of permanent Constitution drain per night.
Immunities (Ex): Night hags are
immune to fire and cold, and to charm,
sleep, and fear effects.
Possessions: ring of protection +3, necklace of
fireballs (type VII), heartstone (see Monster
Manual 140).
Tactics: Jackie is eager to mix it up with
the characters—she hasn’t had a proper
fight in ages. If the tide of battle turns
against her, she opens the door to area 18,
and if she has 15 hp or less, she uses her
heartstone to escape to the Ethereal Plane.
Treasure: Among the grisly bric-a-brac
on the shelves are three echo stones (see the
“New Magic Items” sidebar). Two are blank,
but the rightmost one has a message in it:
“Albossk says to suppress the stasis on the
human’s chamber. He should be pragmatic
enough to free the rest of us, and Albossk
says he’s mentally . . . pliable . . . in any case.”
The mind flayers keep echo stones handy to
record confessions obtained during Jackie’s
torture sessions. However, one of the echo
stones is key to the prisoners’ conspiracy. The
sigils of static on each cell block prohibit
communication among the prisoners, but
the prisoners eventually learned that Jackie
always grabbed the rightmost echo stone
d Jackie, Night Hag Torturer: CR 11; Medium- when she needed one. The prisoners used the leftmost
size Outsider (evil); 12d8+12; hp 68; Init +1; Spd 20 ft.; echo stone to leave messages for each other—a risky
AC 23, touch 14, flat-footed 22; Atk +17 melee (2d6+7 technique, but they got away with it.
and disease, bite); SA spell-like abilities, dream haunt- Development: If the characters raise a ruckus in
ing; SQ immunities, DR 20/+3; SR 25; AL NE; Fort the torture room, Kyurik in area 18 might hear them.
+11, Ref +11, Will +12; Str 20, Dex 12, Con 12, Int 15, He’s actively listening if the alarm has sounded, but
Wis 15, Cha 12. he’s dormant (effectively rolling a 0 on his Listen
Skills: Bluff +15, Concentration +16, Intimidate +15, check) if the characters have sneaked this far.
Listen +18, Ride +15, Sense Motive +16, Spellcraft +17,
Spot +14. Feats: Alertness, Combat Casting, Power
Attack, Weapon Focus (bite).

84
18. VIVISECTION LAB (EL 11) Creatures (EL 14): Dyema and Absterthelid are
Vivisection is just like dissection, except that it’s per- stuck, and they know it. After running past the gelu-
formed on the living. And a devourer here takes his gon trap, they ran straight into the stone golem
job very seriously. (marked G on the map) and retreated halfway up the
stairs. They’re arguing telepathically on the landing,
A carved-up mind flayer floats face-up about an trying to decide which foe to face.
inch above a large, bloody table, its organs clearly Creatures (EL 11): The golem has orders to attack
visible through the incision across its torso. A tall anyone coming down the stairs who doesn’t display the
skeleton with a smaller figure writhing within its correct gesture. It won’t chase characters up the stairs.

MANZESSINE
rib cage stands next to the table, its claws stained k Dyema, Male Human Sor10: CR 10; Medium-

SPIRAL OF
red with blood. size Humanoid; 10d4+20; hp 42; Init +2; Spd 30 ft., AC
12, touch 12, flat-footed 10; Atk +4 melee (1d3–1 subd-
The operating table has a stasis effect similar to the ual, unarmed); AL CE; Fort +5, Ref +5, Will +8; Str 8,
stalactites of stasis described in the “New Magic Items” Dex 14, Con 14, Int 10, Wis 12, Cha 18.
sidebar. The mind flayer on the table is less than a Skills: Concentration +15, Diplomacy +16, Spellcraft
second away from death, which means he takes a few +13. Feats: Combat Casting, Dodge, Empower Spell,
days to die on the table. The “surgeon” is Kyurik, a Spell Focus (Enchantment), Spell Focus (Transmuta-
devourer kept as a pet by the prison staff. tion).
This room has oorga gas vents. Spells Known (6/7/7/7/6/3; base DC = 14 + spell
Creatures: Like Jackie, Kyurik has orders to remain level): 0—arcane mark, daze*, dancing lights, detect magic,
here if an alarm sounds. It goes into the torture cham- light, open/close, ray of frost, read magic, resistance; 1st—
ber if it hears sounds of a struggle. charm person*, mage armor, magic missile, protection from
d Kyurik the Devourer: hp 79; Monster Manual 53. good, shield; 2nd—cat’s grace, endurance, invisibility, web;
Tactics: Kyurik has 12 levels of trapped essence 3rd—haste, hold person*, fly; 4th—polymorph self, poly-
when the fight starts. It tends to alternate between its morph other*; 5th—telekinesis*.
confusion spell-like ability and its trap essence attack, *Because of Spell Focus (Enchantment) and Spell
only using its claws against foes who have repeatedly Focus (Transmutation), the base DC for saves against
made their saves against these two attacks. these spells is 16 + spell level.
Development: If the characters pull the mind Possessions: None.
flayer off the table and cast a cure spell right away, they d Absterthelid, Male Mind Flayer Mnk5: CR
can save him. The mind flayer, another prisoner, 13; Medium-size Aberration; 8d8+16 (mind flayer)
gladly tells all he knows about the prison staff. If he plus 5d8+10 (Mnk); hp 81; Init +9; Spd 40 ft.; AC 24,
gets even slightly nervous, however, he plane shifts touch 21, flat-footed 19; Atk +15 (1d8, 4 tentacles); SA
away—his tattoo of dimensional anchor has been mind blast, psionics, improved grab, extract, stunning
removed already. attack; SQ telepathy, evasion, deflect arrows, still
mind, slow fall 20 ft., purity of body; SR 25; AL LE;
19. HALLWAY GUARDIAN (EL Fort +8, Ref +11, Will +15; Str 10, Dex 20, Con 15,
VARIABLE) Int 18, Wis 20, Cha 18.
When the characters begin heading down the first set Skills: Bluff +9, Concentration +13, Hide +19, Intim-
of stairs, read the following. idate +20, Knowledge (arcana) +9, Knowledge (Under-
dark) +9, Listen +12, Move Silently +17, Spot +12,
On the landing at the bottom of the stairs are a Tumble +21. Feats: Alertness, Dodge, Improved Initia-
human and a mind flayer, both dressed only in rags, tive, Mobility, Weapon Finesse (tentacle), Weapon
and staring at each other intently. The stairway Focus (tentacle).
turns west and continues heading down. Extract (Ex): If Absterthelid begins a turn with all
four tentacles attached, and maintains his hold, he
Dyema, a human sorcerer, and Absterthelid, a mind extracts the brain, killing the victim.
flayer monk, are both escapees. At the bottom of the Improved Grab (Ex): Must hit Small to large crea-
second stairway is a stone golem, patiently waiting at ture with tentacle. If he hits, he gets a free grapple
the point where the finished hallway yields to a natu- check to establish a hold. If successful, he can attach
ral stone passage. the remaining tentacles with another successful grap-
This encounter area has two encounter levels listed ple check. If the foe is trying to escape, the mind flayer
because it’s likely that the characters face Dyema and gets a +2 circumstance bonus for every tentacle
Absterthelid, then face the stone golem separately. attached at the beginning of the turn.

85
Mind Blast (Sp): 60-ft. cone; Will save (DC 18) or be 20. GRAVEYARD (EL 9)
stunned for 3d4 rounds. Even dead—or in this case, undead—mind flayers
Psionics (Sp): At will—astral projection, charm monster, hate humanoids.
detect thoughts, levitate, plane shift, suggestion. Caster level
8th; save DC 14 + spell level. The floor of this natural cavern is soft earth, and
Telepathy (Su): Absterthelid can communicate spots look like they’ve been turned over recently.
telepathically with any creature within 100 ft. that has Side passageways obviously have niches where
a language. skeletons moulder.
Possessions: None.
MANZESSINE

d Stone Golem: hp 76; Monster Manual 108. Two spectres lurk here. They wait until characters
SPIRAL OF

Tactics: The characters are welcome arrivals for the move into the side passages, then strike through the
two escapees, who are eager to be out of the standoff. walls.
Dyema urges (verbally—forgetting his partner’s tele- Creatures: The spectres look like ghostly mind flay-
pathic ability) Absterthelid to charm, use suggestion, or ers. Although they can no longer sup on brains, they
otherwise get the PCs working for them. But still go through the motions as best they can.
Absterthelid is having none of it. He wants humanoid d Spectres (2): hp 45, 50; Monster Manual 169.
brains, and the more the better. Absterthelid uses mind Tactics: The spectres attack from the walls if possi-
blast and his formidable melee prowess to extract as ble, where they have one-half cover and can retreat to
many brains as he can. safety with a 5-foot step. When they make energy
Dyema has cast the following spells on himself prior drain attacks, it looks like their ghostly tentacles reach
to combat: cat’s grace, endurance, fly, and mage armor. In into their opponents’ skulls. They fight until slain.
the first round of combat, he casts haste and shield. Treasure: Around the neck of one of the skeletons
When his haste runs out, he starts casting empowered is a primitive-looking necklace that is actually a neck-
magic missiles. If Dyema drops below 20 hp, he casts lace of prayer beads (blessing, healing, karma). Another
polymorph self to heal, choosing the form of an annis skeleton was buried with incense of meditation. Because
hag (Str 25, Dex 12, Con 14, +10 natural armor, 40 ft. the stone-walled niches are thick enough to block the
speed, 10-foot reach). detect magic spell, characters only discover these items
Ad-Hoc XP Adjustment: Dyema and Absterthelid with a successful Search check (DC 20) or if a spell-
are underequipped, so award 10% less experience for caster moves within 5 feet of the bones with detect
them. Award full experience for the stone golem. magic active.

pqqqqrs
NEW MAGIC ITEMS Caster Level: 11th; Prerequisites: Craft Wondrous Item,
Echo Stone: A telepathic recording device, echo stones sim- globe of invulnerability; Market Price: 33,000 gp.
ply parrot back telepathic message. Creatures with telepa- Stalactite of Stasis: Any creature placed fully within one of
thy can contact an echo stone as if it were a creature with a these prison cells is immediately put into a state of sus-
language, and the echo stone “remembers” up to 1 minute pended animation (no save), slowing its life functions to
of telepathic communication. If a telepathic character trans- the point where they essentially halt. Once inside, the crea-
mits the word “Speak” to an echo stone, it repeats whatever ture feels the passage of one day for every decade that actu-
communication it has stored. Sending a new communica- ally passes, although it spends the time in a dreamless
tion to the echo stone erases the previous message. sleep. Creatures inside the stalactite only awaken if pulled
Caster Level: 9th; Prerequisites: Craft Wondrous Item, from the cell by someone outside.
Rary’s telepathic bond, sending; Market Price: 12,000 gp. Caster Level: 11th; Prerequisites: Craft Wondrous Item,
Sigils of Static: These eldritch runes create a mental stat- temporal stasis; Market Price: 66,000 gp.
ic that blocks all telepathic communication within the Tattoo of Dimensional Anchor: This cursed item, a liquid-
room. metal tattoo of ever-changing arcane runes, prevents bodi-
Caster Level: 9th; Prerequisites: Craft Wondrous Item, ly extradimensional travel just as the dimensional anchor
Rary’s telepathic bond; Market Price: 8,000 gp. spell does (although spell resistance does not apply).
Sigils of Suppression: A globe of invulnerability fills the Removing a tattoo of dimensional anchor requires a remove
room. No spell effects of 4th level or lower function within curse spell or the death of the wearer. If someone touches a
this space. Such spells cannot be cast within the space, nor tattoo on a dead creature, it flows onto that creature and
can their effects extend to within the space (though a tar- attaches itself.
geted dispel magic can suppress the effect as with any other Caster Level: 15th; Prerequisites: Craft Wondrous Item,
magic item). dimensional anchor; Market Price: 30,000 gp.

pqqqqrs
86
21. ELITE ARMORY (EL 8) 23. VALVE CONTROL ROOM
The door to this room is trapped, detonating when This room contains a puzzle that, if solved, lets the
anyone touches it (see the Trap section below). When characters spread poison gas into many of the rooms
the characters open the door, read the following. in the prison complex.

This cavern is full of arming dummies scattered After a long ascent, you reach this small room with
randomly across a square mat in the center. Along only three salient features: a padded chair, a metal
the walls hang a variety of exotic weapons. cube rising like a desk in front of the chair, and a
small notch cut into the wall above the cube. The

MANZESSINE
There are 1d4 of every kind of exotic weapon listed cube seems to have a series of levers on the top face.

SPIRAL OF
in the Player’s Handbook here (and see the Treasure sec-
tion below). Control Panel: Figure 1 shows what the control
Trap: The destruction trap on the door is particularly panel looks like; feel free to photocopy it and show it
deadly because it resets after 1 round. to the players when they reach this area. If manipu-
a Destruction Trap: CR 8; destruction spell from lated properly, anyone at the control panel can fill
13th-level caster; Fort save (DC 20) partial; Search (DC many of the rooms with poison gas. But the gas is
32); Disable Device (DC 32). heavier than air, so it’s a one-way trip—once gas goes
Treasure: Among the weapons on the walls are a +1 down the tube, it doesn’t come back up. It naturally
bastard sword and a +1/+1 dire flail. dissipates to nontoxic levels after about an hour.
Development: No one here can use these weapons The slanted line represents the pipe through which
effectively. One of the prison’s officers, a mid-level the gas travels, and each lever is a valve. All the valves
fighter, is on leave right now. begin in the closed position. The levers along the
Ad-Hoc XP Adjustment: No matter how many slanted line swing about 120 degrees clockwise, so the
times the characters set off the trap, they only get handle is parallel to the slanted line. That means the
experience for it once. valve is open. The levers along the vertical lines turn
90 degrees clockwise from their starting positions;
22. VERTICAL CAVERN this opens the corresponding valve and closes all iris
This area is empty, but it’s the only way to get to area 23. doors to the corresponding room.
The rooms are, in order from the top: bridge of
A series of chimneys climbs hundreds of feet fumes (area 1), barracks (area 4), slave quarters (area 9),
straight up. prison cell chamber (area 13), torture chamber (area
17), vivisection chamber (area 18), magic laboratory
Development: Mind flayers can levitate as a spell- (area 26), and shrine (area 28, and the gas eventually
like ability, so they don’t need ladders or stairs. They dissipates into the rest of the Underdark). Clever play-
want their slaves and visitors to be able to get to other ers likely guess at least some of the locations from the
parts of the prison complex, but the valve control pictograms (as a telepathic race, mind flayers eschew
room (area 23) is for them alone. written Undercommon when they can).
Because all the valves are closed at the start, nothing
happens until the topmost lever is moved into the

Figure 1: Valve Control Panel


©2002 Wizards of the Coast, Inc. Permission is granted to photocopy this handout for home game use purposes only.

87
enter a room she can gas, she waits.
Ad-Hoc XP Adjustment: Characters who survive a
gassing attempt have overcome a CR 8 trap.

24. HALLWAY TRAP (EL 10)


This section of hallway has a trap activated by anyone
who tries to open the door (Ulliphion set it so she could
consult with her superiors with the sending pool.
MANZESSINE

You’re confronted with another wooden door.


SPIRAL OF

Trap: Touching the door causes two poisoned


scythes to sweep from the ceiling, one right in front of
the door and another 5 feet back. It only triggers once.
a Deathblade Ceiling Scythe (2): CR 8; Atk +16
melee (2d4+8 plus poison); poison (deathblade, Forti-
tude save [DC 20] resists, 1d6 Con/2d6 Con); Search
(DC 24); Disable Device (DC 19).

25. LIBRARY
This is obviously a library. The floor is draped in
rich carpets, and shelves full of books line the walls.

About half the books here are histories of the mind


flayers and other Underdark races, one quarter are
legal tomes, and the remaining quarter are arcane
tomes (mostly academic works, but Ulliphion’s spell-
book sits inconspicuously among them).
Development: Ulliphion is actively listening from
within the sending chamber (area 27). It’s 80 feet away
and through one or two doors, depending on whether
the characters left the library door open.

26. MAGIC LABORATORY (EL 11)


Ulliphion’s workshop is now home to her manservant,
a mohrg. Sensing trouble, Ulliphion has cast back a
open position. Then the gas pours down to the tube, black curtain to reveal another surprise for intruders.
and characters looking out the viewport see the level
of oorga gas drop immediately. A long table covered in half-completed mystical dia-
The supply of oorga gas below the bridge of fumes grams, flasks, alembics, and other arcane compo-
isn’t unlimited. Once the characters release enough nents dominates this room. An alcove to the east
gas to flood two rooms (or just one if it’s the prison holds a skeletal corpse with a long tongue with a
cells). It takes a week for the gas supply to replenish claw on the end. And a glowing symbol envelops the
from natural fissures in the chasm. chamber in will-sapping energy from the south wall.
a Oorga Gas: Inhaled; Fortitude save (DC 18)
resists, 1d6 Con/2d6 Con. The characters must simultaneously deal with a trap
Development: If the characters dawdle during this and a monster.
adventure, it’s conceivable that Ulliphion might finish Trap: The symbol of stunning is ordinarily covered
consulting with her superiors. If she does, she comes with a curtain, but Ulliphion drew it back in case any
here, then uses her crystal ball to see where the intruders or escapees made it this far. The mohrg is
escapees and intruders are. Ulliphion uses the valve undead, so it isn’t affected by the symbol.
controls to gas them (killing her own staff if neces- a Symbol of Stunning (heightened): CR 10; stuns
sary), then handles any pockets of resistance person- 250 hit points of creatures; Fortitude (DC 23) negates.
ally. If Ulliphion thinks the characters are about to

88
Creatures: The mohrg is Ulliphion’s personal ser- Caster level 8th; save DC 15 + spell level.
vant. In exchange for service, Ulliphion lets it torture Telepathy (Su): Ulliphion can communicate tele-
and kill prisoners periodically. pathically with any creature within 100 ft. that has a
d Mohrg: hp 99; Monster Manual 137. language.
Tactics: The mohrg gleefully coup de graces any Spells Prepared (5/7/6/5/3; base DC = 17 + spell level):
stunned character it can get to, and it’s smart enough 0—detect magic ×2, detect poison, mage hand, open/close;
to grapple any obvious spellcasters. 1st—mage armor, magic missile ×4, shield, true strike;
Development: Ulliphion is actively listening from 2nd—cat’s grace, endurance, invisibility, see invisibility,
within the sending chamber (area 27). It’s 80 feet away spectral hand, web; 3rd—clairaudience/clairvoyance, haste,

MANZESSINE
and through one or two doors, depending on whether fireball*, lightning bolt*, vampiric touch; 4th—arcane eye,

SPIRAL OF
the characters left the laboratory door open. enervation ×2.
*Because of Spell Focus (Evocation), the base DC for
27. SENDING POOL (EL 15) saves against these spells is 19 + spell level.
Ever since the alert, Ulliphion has been using the Spellbook: 0—all but daze; 1st—burning hands, detect
magic of this room to contact her superiors and undead, identify, mage armor, magic missile, obscuring mist,
inform them of the security breach at the prison. Soon shield, shocking grasp, true strike; 2nd—bull’s strength, cat’s
she heads upstairs and tries to clean up the mess. grace, endurance, invisibility, locate object, see invisibility,
scare, spectral hand, web; 3rd—blink, clairaudience/clair-
This natural cavern has a shallow pool of water in its voyance, haste, fireball, lightning bolt, stinking cloud,
center, and the pool briefly shows the reflection of a tongues, vampiric touch; 4th—arcane eye, detect scrying,
cityscape around the rim of a volcano, then appears enervation, ice storm.
as ordinary water. A red-robed mind flayer turns its Possessions: Crystal ball, staff of frost (9 charges), scroll
unblinking stare your way. of teleport.
Tactics: Ulliphion cast the following spells as soon
Creatures: Ulliphion is in charge of Manzessine as the alarm sounded: cat’s grace, endurance, and mage
Prison. armor. Given time to prepare for intruders she knows
d Ulliphion, Female Mind flayer Wiz7 are nearby, she casts spells in this order: arcane eye and
(diviner): CR 15; Medium-size Aberration; 8d8+16 shield. In the first round of combat she casts haste,
(mind flayer) plus 7d4+14 (Wiz); hp 78; Init +7; Spd 30 then uses mind blast on as many characters as possi-
ft.; AC 16, touch 13, flat-footed 13; Atk +12 melee (1d4, ble. In the second round, she uses enervation twice on
4 tentacles); SA mind blast, psionics, improved grab, a character that looks like a spellcaster. Ulliphion
extract; SQ telepathy; SR 25; AL LE; Fort +8, Ref +7, holds nothing back, but she plane shifts to the Astral
Will +14; Str 10, Dex 16, Con 15, Int 24, Wis 16, Cha Plane if reduced to 10 hp or less. If she gets wounded,
20. she tries vampiric touch (perhaps through spectral
Skills: Bluff +13, Concentration +20, Intimidate +16, hand) to heal herself. And although she’s a wizard,
Knowledge (arcana) +17, Knowledge (geography) +14, she’s not shy about using her mind flayer spell-like
Listen +18, Sense Motive +14; Spellcraft +25, Spot +18. abilities and tentacles.
Feats: Alertness, Combat Casting, Dodge, Great Forti-
tude, Improved Initiative, Scribe Scroll, Spell Focus 28. SHRINE (EL 10)
(Evocation), Weapon Finesse (tentacle). This room is covered in low mats and throw pillows.
Extract (Ex): If Ulliphion begins a turn with all A rough stone altar is carved from the north wall in
four tentacles attached, and maintains its hold, it the bas-relief of a mind flayer head. Abstract black
extracts the brain, killing the victim. and gray tapestries, dizzying to the eye in their com-
Improved Grab (Ex): Must hit Small to large crea- plexity, hang from the walls.
ture with tentacle. If it hits, it gets a free grapple check
to establish a hold. If successful, it can attach the The secret door behind the tapestry in the southeast
remaining tentacles with another successful grapple corner of the room is obvious from this side, but well-
check. If the foe is trying to escape, the mind flayer concealed from the other side.
gets a +2 circumstance bonus for every tentacle Trap: The characters can’t see it at first, but there’s a
attached at the beginning of the turn. symbol of death behind the tapestry above the altar.
Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be a Symbol of Death (heightened): CR 10; Kills 150
stunned for 3d4 rounds. hit points of creatures; Fortitude (DC 23) negates.
Psionics (Sp): At will—astral projection, charm mon-
ster, detect thoughts, levitate, plane shift, suggestion.

89
29. WAY OUT PACK LIZARD
At this point, the characters can resume their journey Large Animal
through the Underdark. Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Through the secret door, the passage twists and Speed: 30 ft., climb 30 ft.
turns, climbing gradually for about a quarter mile. AC: 15 (–1 size, +1 Dex, +5 natural)
Then it widens to a more typical Underdark high- Attacks: Bite +12 melee
way-cavern. Damage: Bite 2d6+10
Face/Reach: 5 ft. by 10 ft./5 ft.
MANZESSINE

Saves: Fort +11, Ref +7, Will +3


SPIRAL OF

CONCLUSION Abilities: Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2
A squad of mind flayer commandos, including both Skills: Climb +21, Hide +3*, Listen +4, Move Silently
fighters and spellcasters, arrives at Manzessine Prison +5, Spot +4
two days after the alert and escape attempt. After
searching the prison top to bottom, they obliterate it, Climate/Terrain: Any underground
but they leave a navigable passage though the ruins Organization: Solitary
(no sense in disrupting Underdark travel, after all. Challenge Rating: 3
Any mind flayers that escaped using plane shift Treasure: None
undoubtedly tell their tentacled masters about the Alignment: Always neutral
PCs. Powerful forces in mind flayer society are greatly Advancement: —
annoyed at the loss of Manzessine Prison, and they
might be angry enough to seek revenge. Related to the giant lizards found in some surface
Finally, some of the prisoners might successfully lands, this creature averages 15 feet long (plus tail) and
escape. Albossk in particular might owe the characters 5 feet wide. The sticky pads on its feet allow it to walk
some grudging respect, and a favor if they ever meet freely over most floors, walls, and ceilings in the sub-
him again. Whether the characters are comfortable terranean tunnels of the Underdark. Drow and other
collecting favors from brain-eating criminals is intelligent races of the Underdark frequently use the
another story. Ω pack lizard as a beast of burden. A light load for one of
these creatures is 800 pounds, a medium load is 1,600
pounds, and a heavy load is 2,400 pounds. On slopes
between 45 and 90 degrees, the pack lizard can carry
up to a medium load without falling. On slopes
APPENDIX beyond the vertical (that is, when the lizard is upside-
The following monster from the FORGOTTEN REALMS down), it can carry a light load without falling.
Campaign Setting appears in “Spiral of Manzessine.” It Skills: The pack lizard receives a +4 racial bonus on
is reprinted here for your convenience. Hide and Move Silently checks. *In rocky areas or nat-
ural caverns its Hide bonus improves to +8.

by Aaron Williams
www.nodwick.com

90
MYSTERY
MAPS OF

CARTOGRAPHY BY CRAIG ZIPSE

92
MYSTERY
MAPS OF

CARTOGRAPHY BY CRAIG ZIPSE

94
58 September 2002
59
60 September 2002
61
Table Talk

Our Old Publisher on Our New Publishing Company


xactly one day before this issue went to press, Wizards of costs more than the previous issue. The good news is that the

E the Coast sold its periodicals department to a new company,


Paizo Publishing, LLC. Our former group publisher, Johnny
Wilson, is the president of the new venture, and he had the good
number of pages we’ve dropped were all scheduled to be ads, so
readers didn’t lose any content in the change.
Meanwhile, I’m happy to announce that everyone working on
taste to hire the entire department, for which we are all grateful. this magazine (and the other magazines we publish) has accepted
Johnny has a few words he’d like to share regarding what the a position with Paizo Publishing, LLC. This is expressly good
change means for this magazine. Go read his thoughts over on because everyone who does advertising, art, circulation and, of
the DUNGEON side, and come back here when you’re ready for course, editorial for DUNGEON/POLYHEDRON plays in at least one
more Johnny. He’ll be waiting for you, smiling like a devlish roleplaying campaign. Many of us run at least one campaign. We
teenager who finally got the keys to dad’s good car.—Erik love working on these magazines because it allows us to share
our enthusiasm with others. We pledge to make them even bet-
n words associated with the late Douglas Adams, “Don’t ter. Stick with us and, once again remembering Douglas Adams’s

I Panic!” This issue may have a smaller page count than usual
and, yes, a higher price than usual, but that’s not the plan
going forward. So, get out your babelfish and get ready to
magnum opus, you’ll never be caught without a towel.
Of course, this issue’s theme would not meet the classification
given to earth in that marvelous series of books. The
translate the publisherese. I’ve already explained the rationale for Hitchhiker’s Guide to the Galaxy classified earth as “Mostly
the price increase on the DUNGEON side of this magazine. Now, Harmless.” Omega World, our tribute to the classic GAMMA
I’m going to give you my pledge. Going forward, we’re going to WORLD, is anything BUT harmless. No offense to purist D&D
do our best to provide a d20 Mini-Game, a premium (like mon- players who buy the magazine solely for the DUNGEON side, but I
ster/Mini-Game tokens), and as many pages as we can reason- personally believe that Omega World alone is worth the higher
ably print without losing money. price of this issue.
As the president of Paizo Publishing, LLC, I’m proud to be Of course, I’m biased. The ultimate fate of these Mini-Games
publishing POLYHEDRON as part of DUNGEON (officially known as is entirely up to you.
DUNGEON ADVENTURES™) magazine. The issue you are currently
holding is a strange hybrid. The editorial work was performed
prior to the Paizo obtaining the license to publish DUNGEON, but
Paizo paid for the art, manuscripts, printing, and shipping. As we
were going to press, several advertisers had heard the rumors
of the transition to the new company and, as is often the case, Johnny Wilson
dropped their ads at the last moment. So, we have the unfortu- President, Paizo Publishing
nate challenge of presenting an issue with a thinner spine that

Bolt and Quiver by Stan!

3
First Watch

News from the Top


RPGA Membership Fees Dropped This and future tests for higher judge levels have
In our bid to continue to offer better games for more been designed to help DMs deal with situations that
members, the RPGA has dropped ALL membership fees occasionally arise during Network-sanctioned games
as of the time you read this. For those of you now leap- (what to do when a player cheats, when a die rolls off
ing around looking for the telephone number of HQ as the table, or even when a player falls asleep!). The
you just paid us renewal money, I ask you to first please entry-level Herald test is available now. New members
read on, as I suspect you’ll like what I have to say. must take the test to qualify to order RPGA scenarios,
To address and thank those members who have including Living Greyhawk adventures.
joined, renewed, or who have multi-year memberships, Current members in good standing retain their exist-
we are working with Chessex, a leading manufaturer of ing judge ranking (and the ability to order scenarios).
gaming aids and accessories, to develop an RPGA Once we’ve rolled out the complete program, higher
Network member-exclusive vinyl Battlemat that will be level judges may have to sustain their current ranking
sent free of charge to all RPGA Network members who through participation and/or additional tests, but that’s a
joined prior to July 1, 2002. ways off.
Measuring 23 1/2 in. by 26 in., the new RPGA Members who joined prior to July 1st, 2002 but who
Battlemats feature a one-inch square grid suitable for do not have an existing judge rating may continue to
Dungeons & Dragons miniature play. The Battlemats will order scenarios as normal. Once the full program is in
be available for collection at both the US and UK Gen swing, such members will be required to maintain a DM
Cons. Thereafter, we will mail all remaining qualifying rank at the minimum level to retain that ability, however.
members their Battlemats at absolutely no charge. We’re initiating this new program because we feel it
Is that the only good news? Not hardly. will improve the play experience of all RPGA members
I promised in POLYHEDRON #151 that I would release by giving Network DMs a common set of “best prac-
additional information regarding our brand-new DM tices.” In doing so, we hope to create a corps of superb
Training program as that program was developed. I’m Dungeon Masters. Give it a little time, and we’re certain
pleased to inform you that stage one of that program you’ll agree.
will be live by the time you read this. I’d like to offer a For now, may the goddess Tymora shine upon d20s
huge thanks to all those who have contributed to setting everywhere.
up this important initiative in such a short period of
time. Ian Richards
The entry level in the new DM program is known as Worldwide RPGA Director
Herald level. To qualify as a Herald level DM, new mem- ianr@wizards.com
bers must pass a simple test of basic table managment
skills administered via the rpga.com website.

Bolt and Quiver by Stan!

4 September 2002
First Watch
Previews, notes & news on the world of d20 gaming
Agents of PSI ered urban legend. Others note that late
In October, Wizards of the Coast will summer of 1987 was the Harmonic
release d20 Modern, a 320-page hard- Convergence, a celestial event during
cover rulebook that covers everything which the majority of the planets lined up
you need to run campaigns based in the on one side of the sun, and that this event
modern era. The game is set to include created psychic ripples that affected the
four “campaign models” that provide rules world at large.
and backgrounds for distinct flavors of The increased government involve-
modern gaming. ment in psionic research has also revealed
In POLYHEDRON #150, we showed you other, older players on the field, ranging
Shadow Chasers, in which young heroes from business interests to cults to secret
struggle against vampires, demons, and societies. They have their own agents and
worse before the backdrop of an incredu- their own agendas, agendas not as benign
lous world. Last issue, we revealed as those of the Department of Paranormal
Genetech, which offers players the chance Science and Investigation. Your role, as an
to play government-sponsored operatives Agent of PSI, is to stop them.
infused with animal DNA.
Conceived by industry veteran Jeff exist in a relatively real world. James
Grubb, Agents of PSI also involves shady Bond would fit into an Agents of PSI cam-
government conspiracies and even paign, and so would Sydney Bristow (aka
shadier psychic operatives. Tune in in two Alias), Napoleon Solo, James West, Emma
months for a preview of the final cam- Peel, Scully and Mulder, and about half
paign model, Urban Arcana. the casts of shows on the Sci-Fi Channel.

When the going gets weird, Background


The weird turn pro. There have always been humans with a lit-
—Hunter S. Thompson tle bit of extra power—prophets, sages,
legendary warriors, and charismatic lead-
The Agents of PSI campaign model adds ers who have had an “extra” ability. Only
some parahuman mental abilities to the in the last hundred years have these abili-
cinematic spy genre. Its tone is action- ties been studied fully (if secretly) and
packed, conspiracy based, and larger- more importantly, only in the past fifty
than-life. Conflicts are hidden in the years have those with psionic abilities
shadows between power groups seeking been recruited, trained, and organized.
to control (or destroy) reality as we know A hundred years ago, organizations
it. The heroes are dedicated agents fight- such as the Theosophy Society explored
ing the good fight, preserving the world the paranormal, explaining things in their
that we know and love. They move behind own (Victorian) terms. During WWII, the
the curtains of reality and in the corridors Third Reich showed some success in
of power, and stop potential disasters harnessing paranormal talents. In the
before the public knows anything years of the Cold War, the rivalry
is wrong. between the superpowers encouraged
governments to leave no opportunity for
The Role of the Heroes dominance unexplored, and the practice
The heroes in an Agents of PSI campaign of identifying and recruiting paranormal
are agents of the government with a talents began in earnest.
secret mission, powers beyond those of There has been an upswing in para-
Leanne Buckley

normal humans, and a hidden agenda. normal activity and parahuman espionage
They have the potential to be (though are since 1987. Some claim that surge results
not required to be) individuals with psionic from proper funding and a greater num-
abilities that give them an extra edge. ber of agents assigned to exposing
The heroes are larger than life, but activity that had previously been consid-

5
First Watch
RPGA Fun at the Gen Con Game Fair
Party with the RPGA during Gen Con’s Last Year in Milwaukee
By Robert Wiese

In this, the last year that the Gen Con players have voted for the best ing a warped cowboy in Living
Game Fair will be held in Milwaukee, player at each table, a process that Deadlands, a new campaign now in
the RPGA Network is coming on as takes extra time and turns a lot of the review process.
strong as ever. We know a lot of our people off. This year, we have Most Living campaigns use D&D
members will be packing the reduced the paperwork to a simpler or d20 rules, but Living Rokugan is
Safehouse every night for one last “Judge Vote” system in which the based in the Legend of the Five Rings
drink (or 10 or 20), but we’ll be holding players rate the judge, and the judge Roleplaying Game and Virtual
the best games at the Game Fair in the ranks the players. Less time with Seattle in the Shadowrun 3rd Edition
Arena throughout the convention for scoring means more time having fun Roleplaying Game. Visit the RPGA’s
the rest of you. Our space may be a or getting food. website at www.rpga.com for links to
little limited, as renovation is taking So what is a Living campaign any- the official websites for these cam-
place on the Annex building that we way? What kinds of games are we paigns. We also have a character
connect to, but the Arena will be filled running? I’m glad you asked. The center at the convention to help you
with gamers having a great time. RPGA presents two “styles” of role- create characters for whichever
You might think we’d be happy just playing games at the show: those with game suits your fancy.
to do what we have always done this characters provided, called Classics, Another innovation at this year’s
last year in Milwaukee, but not us! We and those for which you bring your Gen Con is the launch of our Realms
are introducing some new changes own character, called Living cam- Cycle, a one-year Living campaign
that we hope will make the games paigns. Living campaigns are based around the City of the Spider
better and more fun for you. The first extremely popular, and we have a Queen super-adventure on sale in
of these is that we have lengthened great many to choose from. Our September. With the RPGA, you can
the game time to five hours from biggest is Living Greyhawk, a world- create a character for this huge quest,
four. Most of our members play in wide campaign set in the oldest D&D play it at home in the main adventure,
our Living campaign games, and these setting, the same one that Gary and play it in supplemental adventures
tend to run short of time with only Gygax and his friends used. Players at RPGA-sponsored conventions
four hours to play. To make the play in a region that corresponds to throughout the year. The adventure
games more relaxed, we are allowing where they live at home. starts this year at Gen Con with our
you five hours to play your game this Following that in size, but equal in Realms Cycle Members-Only Preview
year. If you finish early, go grab popularity, is Living City, a campaign Event, and the whole thing culminates
some food or stroll the first few set in the FORGOTTEN REALMS that has epically at next year’s Gen Con.
booths of the Exhibit Hall (don’t try to been running for 15 years. You can RPGA members, and that means
get too far into the Exhibit Hall unless also play a Jedi knight in Living Force, you, should plan to attend the
you have at least an hour until your a Gothic adventurer in Living Death, Members Meeting Wednesday night
next game). Our games start at 8 am, a tribal humanoid in Living Jungle, a before the show, at 7 pm. The exact
2 pm, and 7 pm every day (only 8 am samurai in Living Rokugan, a shad- location will be posted to the RPGA’s
on Sunday), with a scheduled break owrunner in a near future setting in website, and we’ll have signs up at
for lunch between 1 and 2 pm. Virtual Seattle, or a fantastic adven- the Arena to direct you to the right
Second, we have simplified our turer in Living Arcanis or Living place. At the meeting the RPGA staff
scoring system. In the past, all the Dragonstar. You can even try play- will tell you what’s ahead for the
Network, and what’s changed now,
and give you a chance to ask ques-
tions and air your views. Plan also to
attend the Awards Ceremony at 2 pm,
location to be announced during the
show. See who wins our big prizes,
and catch any last announcements
from the staff.
Big prizes? You bet we have big
prizes. We always do, so why stop
now? Our big prizes are for our
Pinnacle events, which are combina-
tions of our scheduled games. Play in
several RPGA events for chances to
win these awards.

Nonstop RPGA gaming at the Gen Con Game Fair.

6 September 2002
First Watch
D&D Open Championship least five
The D&D Open is the biggest and Classic tourna-
longest-running D&D tournament ments at the
ever. Teams of eight players convention.
advance through elimination rounds
so that the best ten teams reach the Living
finals. The winning team receives a Greyhawk
year’s supply of Wizards of the Heraldic
Coast roleplaying products, and the Shields
second place team wins free product Living
for six months. The D&D Open tests Greyhawk
your team cooperation, problem players are in
solving skills, tactical thinking, and for a treat! We
roleplaying abilities. Bring your have three
friends and sign up together, or join brand-new
a team when you get there. Either Living
way, fame and fortune are waiting Greyhawk
for you! adventures at
The best Dungeon Master of the the show,
D&D Open tournament will be which will be RPGA HQ staffers Tom Ko and Stephen Radney-MacFarland model the latest in
honored, as well. sure to test convention prize fashion.
your charac-
North American Championship ter’s wits, combat ability, and surviv- Safehouse only once during the con-
Players of RPGA Classic tournaments ability. The top four players who play vention (plus Wednesday after the
have been qualifying all year long for all three events, as measured by Members Meeting), as you’ll need the
the North American Roleplaying average score, get a special prize: a rest of the nights for your games.
Championship, the pinnacle of com- shield emblazoned with the heraldry Second, become an RPGA member.
petitive roleplaying on this continent. of a nation in the Greyhawk cam- Membership is free, and we’ll make
In these Classic tournaments, players paign. These are nice decorative you a member on the spot at Gen
voted for the best player, and a win- shields, full size but without the straps Con; just stop by our HQ in the
ner for the game was declared. The required actually to use them. Trust Arena, second level (there’ll be signs
top players, as expressed by their me, you want one of these. The top directing you). If you’re an existing
win percentages (number of wins vs. Dungeon Master who runs at least member who paid, you should visit
number of games played) were invited four Living Greyhawk games also gets our “Membership Buy-back” booth,
to participate in this championship. to choose a shield! where a friendly person will give you
The championship consists of all a great gift for your previous dedica-
rounds of Classic tournaments at the Living Force tion. (See this month’s News from the
convention, with the exception of Han Solo Blasters Top for more information.)
the D&D Open and the NASCRAG Think the shields are cool? How about Once you’re a member, just take
tournaments. Thus, the competition a replica of Han Solo’s blaster from your membership number and your
includes 11 events, and the partici- Star Wars? The Living Force campaign event tickets (buy them at the show)
pants only have to play five events. presents the Below the Belt trilogy, and go to the marshal area for your
The player with the top average wins where your Jedi or smuggler or game. The marshal areas are listed on
all the glory, including a trophy and a Wookiee pilot can get into more our big schedule signs. A friendly
year’s supply of Wizards of the Coast trouble than you can find at Jabba’s marshal will send you off to a table
roleplaying products! palace! Play all three adventures in the with some other players. If you want,
If you were not part of the champi- trilogy, and you become eligible for you can form your own groups in the
onship, but want to see how you would one of four of these cool replicas. The marshal area and sit together as a
have fared, play at least five Classic best Living Force game masters gets group. We recommend that you buy
event rounds (the D&D Feature one too! For this event, rounds of the event tickets if they are available, as
counts as two rounds) of RPGA events Below the Belt trilogy played at the people with generic tickets (used for
and we’ll tally your average and post Origins Game Expo count as well. extra available spaces) are sent to
it. The best-scoring player who is not Game masters have to run three games last.
part of the championship will receive rounds of Below the Belt events at For more information on the RPGA
honorable mention at the Awards Gen Con to get into the running. events at the show, please visit the
Ceremony and here in POLYHEDRON, RPGA’s website (again, that’s
and something nice to take home from Get Yourself There! www.rpga.com); we have a complete
behind curtain number three. How can I get in on all this action? I schedule and set of descriptions
We also will be honoring the best know that’s what you’re asking your- posted. We look forward to seeing
game master among those who run at self. Well, first of all, plan to go to the you at the show!

7
First Watch
Release Roundup
With the mad glory of Gen Con on either side, which is always choose to stay away from them,
product releases behind them, good for a few laughs. 64 pages of sticking instead to sourcebooks or
many d20 System publishers are history, feats, prestige classes, campaign settings. Fiery Dragon
playing it safe in September and assorted magic items, and an has consistently produced exem-
October. Here are some of the adventure, all for $16.95. plary adventures, so it’s nice to see
most promising products due to that September sees the release of
release in the sedate early Autumn Bastion Press Gates of Oblivion, a new 32-page
months. In September, Jim Butler’s Bastion fantasy scenario.
Press dives into the fantasy cam- Written by Jason Kempton and
Alderac Entertainment paign setting pool with Oathbound: illustrated by Kieran Yanner, Gates
Group Domains of the Forge, a 352-page of Oblivion sends your heroes to a
Fans of AEG’s massively popular full-color hardcover world book. treacherous prison world filled with
Spycraft modern era espionage RPG The setting focuses on the Forge, a hostile outsiders and savages. If
have a lot to look forward to in planar prison for a long-forgotten they’re lucky, they’ll find the king’s
August with the release of the god. Former servitors of that god missing son. If they’re unlucky,
Soldier/Wheelman Class Guide, which summon the “greatest of the grand” well, imagine Oz’s Tobias Beecher in
in addition to containing class options to the Forge for inscrutable pur- a prison filled with monsters and
and new rules for soldiers and wheel- poses that usually involve explo- sadistic spellcasters. . . .
men also includes a comprehensive ration, combat, and magic.
guide to vehicles and vehicle weapons. Presumably, that’s where the play- Goodman Games
All those headlight-concealed ers come in. Those gamers who don’t have
rocket launchers and ejection seats legions of once-beloved plastic
will come in handy in October, when Fantasy Flight Games dinosaurs rotting away in junkdraw-
AEG releases Shadowforce Archer In October, Fantasy Flight releases ers and musty garages have them
Threat Book: The Hand of Glory, a the Monster’s Handbook, eighth in sitting on their computer monitors.
sourcebook detailing an insidious evil their popular Legends & Lore Make no mistake about it, gamers
organization with ties to black magic, series. Monster’s Handbook equips love them some dinosaurs.
Nazi Germany, and a living god. DMs with all they need to cus- Some also love cowboys, science
tomize their favorite d20 System fiction, and the American Civil War.
Avalanche Press beasties with new prestige classes, Mix up all three and you have
At the dawn of the Thirteenth feats, and templates as well as tips Broncosaurus Rex, by far the most
Century, lots of white people on combining monsters to make for original campaign setting yet to
decided to kick the butts of lots of more deadly encounters. The 176- grace the d20 System (and with a
non-white people for no particu- page Monster’s Handbook retails for list of ingredients like that, it’s
larly good reason. $24.95. unlikely they’ll see many chal-
In Reconquista: The Battle for lengers any time soon).
Medieval Iberia, you get to pick Fiery Dragon Productions In October, Goodman goes for
whichever side suits your fancy. Last year gave us so many adven- the easy slam dunk with the
Lots of death and religious dogma tures that most publishers now Complete Guide to T-Rex, a book

Bolt and Quiver by Stan!

8 September 2002
First Watch
you’ve most likely wanted since you In August, Guardians enters the Quintessential Psychic Warrior, The
were five. DMs get all sorts of d20 world with Silver Age Sentinels: Slayer’s Guide to Duergar (!), and an
information on T-Rex dynasties of d20 Edition, a ‘port of the Tri-Stat Encyclopedia Arcane supplement
the ancient world, the massive SAS game released in July. Priced entitled Star Magic: Wisdom of the
Tyrant Kings, T-Rex psionic abilities at $39.95, the 336-page black and Magi, as well as several supple-
(which you probably didn’t know white softcover promises to evoke ments for their Judge Dredd and
about back in the sandbox), and the themes of Silver Age comic Slaine 2000 AD licensed d20 RPGs.
tips on T-Rex tactics. Players get books, so look for lots of heroism,
special feats and rules on playing teamwork, and epic struggles of Necromancer Games
Tyrannosaurus Rex adventurers. good against evil. October’s release of W.D.B.
Tyrannosaurus adventurers. Kenower’s The Vault of Larin Karr
Sort of makes a half-orc barbarian Malhavoc Press signals a change in Necromancer’s
look like a garden gnome, eh? Dungeon Master’s Guide author adventure publishing strategy. The
Eleven bucks gets you 32 pages of Monte Cook has invited his friend 96-page accessory is more than
prehistoric fun. Sean K. Reynolds (GREYHAWK, just a huge adventure, it’s what
FORGOTTEN REALMS) to publish origi- publisher Clark Peterson calls a
Green Ronin Publishing nal online PDF products through “mini-campaign.” The book details a
In October, Green Ronin Publishing the Malhavoc website (www.monte- valley, three villages therein, and a
hopes to clobber the growing num- cook.com). massive Underdark chamber remi-
ber of d20 superhero games with Reynolds’s first offerings, niscent of the legendary Vault of
their own entry into the genre, Skreyn’s Register: The Bonds of the Drow. The adventure takes PCs
Steve Kenson’s Mutants & Magic appears as Cabal (October) from 4th to 9th level, and retails
Masterminds, a 192-page full-cover and The Faithful, will eventually be for $14.95.
hardcover rulebook featuring more published as a print product by
than 100 powers, scores of new Sword & Sorcery Studios in Paradigm Concepts
feats, and a complete adventure to December. Combined, the product In September, Paradigm Concepts
propel players right into the fray. features 50 pregenerated wizards, (sponsor of the RPGA’s LIVING
Lavishly illustrated by comic indus- sorcerers, bards, rangers, clerics, ARCANIS campaign) releases the first
try professionals, Mutants & druids, rangers, and paladins, each in its OGL Interlink series (in associ-
Masterminds retails for $32.95. with full statistics, an illustration, ation with Green Ronin Publishing).
and a unique spell, magic item, or The Lords of the Peaks: An Essential
Guardians of Order feat. Prices were unavailable at Guide to Giants, compliments Green
Competition in the superhero field press time but should be online by Ronin’s Hammer & Helm: A
is so fierce and developments the time you read this. Guidebook to Dwarves, which hit
emerge so quickly that last month stores in July. Lords of the Peaks
we neglected to mention another Mongoose Publishing features treatments of the various
major player in that field, In October and September, giant subraces as well as the usual
Guardians of Order, the creators of Mongoose Publishing will put out as assembly of feats, spells, and pres-
the popular Tri-Stat system that many products as most of the com- tige classes. It retails for $18.99.
powers the anime-inspired Big Eyes, panies mentioned in the Release
Small Mouth RPG. Roundup combined. Highlights
include The Quintessential Witch, The

Bolt and Quiver by Stan!

9
First Watch
Company Profile: Necromancer Games

Edition feel,” to me. In my opinion, the


POLY: What do you mean, specifi- story controls the mechanic.
cally, by “First Edition feel?” Guess what? If I want the iron
PETERSON: “First Edition feel” golem to have a sword, he has a
doesn’t mean the First Edition rules, it sword. And I’m certainly not going to
means a way of playing Dungeons & be bound by what the MM says is the
Dragons. It refers more to the advancement for the monster. I will
sources and the inspirations for the make them how I want. Third Edition,
game. I’ve answered that question with all its rules, can constrain a DM
before, and I answered by giving a if they let it.
list of things that to me epitomize Another thing that is an example
“First Edition feel”: it’s the cover of of rules dictating play is all the move-
the old DMG with the City of Brass ment detail in combat. That threatens
and the efreet; it’s Judges Guild; it’s to make D&D a board game. Anyone
Though Green Ronin and Atlas had Type IV demons, not Tanar’ri and who played in any of my demos at
the first in-print d20 System prod- Baatezu; it’s the Vault of the Drow, Gen Con knows that the first thing I
ucts at Gen Con 2000, Necromancer not Drizzt Do’Urden; the Tomb of do (after I explain a house rule called
Games president Clark Peterson likes Horrors, not the Ruins of Myth “the death penalty”) is to explain that
to brag that his company was the first Drannor; it’s orcs, not ogrillons; it’s the grid on the Battlemat is for refer-
to release a product in any form, mind flayers, not Ilithids; it’s Tolkien, ence and to measure distance. I don’t
pointing to The Wizard’s Amulet, a Moorcock, Howard, and Lieber, not want people moving on the mat like a
free PDF download that debuted on Eddings, Hickman, Jordan, and chessboard. This is roleplaying, not
Necromancer’s site at Midnight on the Salavatore; it is definitely Orcus and Monopoly. Don’t hop your minis
first morning that the d20 System the demon-princes, and it is artifacts across the Battlemat like you’re play-
went live. and relics from the old DMG (with all ing checkers.
Since that historic moment, the cool descriptions). Most of all, That isn’t to say I don’t love Third
Peterson has been a key player in perhaps, is that it’s the concept of Edition—I do. I actually like the d20
the d20 System industry, teaming truly heroic and epic roleplaying and mechanic. I just try to remind people
with White Wolf to become the first the idea of telling a story first and not to let the rules run story, but
partner in the now apparently worrying about rules second. rather to let the story run the rules.
unstoppable Sword & Sorcery That is “First Edition,” to me. Hopefully
Studios imprint (which also includes POLY: In what ways do the d20 our adventures bring back some of
Monte Cook’s Malhavoc Press and System rules work against the that creativity and uniqueness.
White Wolf’s own Scarred Lands concept of “First Edition feel,” and
campaign setting). how have you managed to work POLY: What can we expect from
One reason Necromancer was able against (or with) that? Necromancer and Rob Kuntz and
to carve out such a strong niche for PETERSON: That’s a great question. Gary Gygax? Why did you gravitate
itself has been a dedication to the To me, First Edition feel is all about toward these creators?
simple motto of “Third Edition rules, flexibility and storytelling over game PETERSON: We are very excited
First Edition feel.” mechanics. I hate rules lawyering. So about doing Gygax’s Necropolis. That
To back that up, Peterson has the fact that 3E has a rule for every- thing is an unbelievable adventure
recruited D&D pioneers Gary Gygax thing is a burden. I prefer the days (over 150 pages), plus a ton of addi-
and Rob Kuntz. He’s licensed the pop- when I just said, “roll a six sided die.” tional campaign material. Obviously,
ular Grimtooth’s Traps series formerly Now there is a mechanic. And now we are also doing Rob’s Maze series.
published by Flying Buffalo. As this that the monsters have become so With our focus being on “First
issue of Polyhedron went to press, common and well-described, people Edition feel,” we tried to reach out to
Necromancer announced that they get upset if they are different. I hate some of the original creators. I have
have acquired an expansive license to that. The monsters in my campaign always really wanted to bring the City
produce Third Edition revisions and are unique, for the most part. of Brass to life ever since I saw that
new material for virtually the entire Here’s a favorite gripe: “Iron old DMG cover. That’s what led me to
fantasy catalogue of Judges Guild, an golems don’t use swords, they have Rob. He was very interested in doing
independent publisher that was making slam attacks!” A player actually said Brass and redoing Maze for Third
third-party D&D products more than that when one of my iron golems Edition [the original four modules were
20 years before the birth of the d20 swung its magical greatsword at him. published as unofficial First Edition
System License. Too often the mechanics and the adventures by Rob’s Creations
Understandably, Clark Peterson has game conventions control the story Unlimited in the 1980s—Ed.].
a lot to say. you tell. That is bad. That is not “First

10 September 2002
First Watch
cept. I guess that’s why we have a and our upcoming products like
demon prince as our corporate Vault of Larin Karr, Bard’s Gate,
mascot. Sometimes roleplaying can Grey Citadel, Chaos Rising and the
get a little serious and stuffy, like all other 20 or so products we have in
the “pure roleplayers” who would production. All those are entirely
never be caught dead actually hav- new content.
ing a good melee weapon, but have But to answer your question:
maxed-out Diplomacy and Craft No, I don’t really worry about that.
skills. Sometimes we have to Bringing back the classics is one of
remember this is all a game and it the pigeon holes I want to be in. I
was meant to be fun. Grimtooth, if think of us—and I believe our fans
nothing else, is certainly fun. think of us—as a company that has
Besides, I remember flipping been lucky enough to get the rights
through those books in the store to some really great products.
when I was a kid saying “I gotta Products that Bill and I loved years
have this, this is great!” ago and still use today. Products we
are excited to bring to a new gener-
POLY: With the revisions of Maze of ation of gamers. If we
Necropolis, which originally appeared as a Zayene, Necropolis, and now the are known for that, I
Dangerous Journeys adventure, makes its d20 Wurst of Grimtooth’s Traps, are you say “great!”
debut at Gen Con. at all concerned about being pigeon-
holed as a “revision” company?
As for Gary, Tomb of Horrors PETERSON: Not really. Restoring the
has long been my partner Bill Webb’s First Edition feel to the game
favorite module. I am a huge fan of requires a link to the past. So we
the Against the Giants and Descent brought back Rob Kuntz with his
into the Depths of the Earth series, Maze series, the master himself,
as well as The Lost Caverns of Gary Gygax, with Necropolis, and
Tsojcanth. So getting Necropolis— we’re restoring the lost First
which Bill describes as “Tomb of Edition monsters with the Tome
Horrors on crack”—was great for us. of Horrors. I guess I look at it
more as filling a hole in the
POLY: Are there any other “great current edition of the game.
old ones” you’d like to be working The main problem I would
with? have with being thought of as a
PETERSON: My dream would be to “revisions” company is that I don’t
do a Gary Gygax project with Dave like the word “revisions.” That
Trampier doing all the art. There is makes it sound like we don’t put
no artist that better captures what I any work into the products, which
consider to be that original “First certainly isn’t true. We don’t just
Edition feel.” Crack open the old take the old products and
Monster Manual and check out the slap a d20 appendix in
minotaur. Better yet, get an old them with conversions to
DMG and find the picture of Emirikol the new rules. We take the
the Chaotic in the back. Truly awe- time to revisit and change
some! I would love to have a them and to add new, fresh
Necromancer product with Trampier content.
art. I’ve tried to contact him, but I Besides, while it is true we
guess he is completely in isolation have a few high profile prod-
these days and wants nothing to do ucts that are “revisions,”
with gaming. Mr. Trampier, if you the vast majority of our
are reading this, please contact me! products are new
adventures made for
POLY: Why Grimtooth? the Third Edition rules:
PETERSON: I always loved the Crucible of Freya,
lighthearted humor of the original Rappan Athuk, Tomb
Grimtooth’s Traps series. It was fun of Abysthor, What
evil. It let you be deadly with a Evil Lurks, Durgam’s
smile on your face. I like that con- Folly, Demons and Devils,

11
First Watch
Stop that Monkey!
Orangutan Characters in Thunderball Rally
by Rich Redman

Ma Boggs: “What are ya gonna do with nicate something complicated or is ECL 5, so to gain another class level
the baboon?” abstract to an orangutan. they need 15,000 experience points, just
Philo Beddoe: “Orangutan, Ma, Clyde’s like any other 5th-level character.
an orangutan.” Combat Orangutan racers start with no feats,
Ma Boggs: “What’s the difference?” Orangutans have a +3 Base Attack and do not gain any until they gain 2
Philo: “Twelve ribs, just like you and me.” Bonus before adding any class levels. class levels, when they are ECL 6.
—Every Which Way But Loose Orangutans have sharp fingernails they Orangutan racers do not gain an abil-
can use as claws, and powerful bites. An ity score increase until they gain 4 class
You’ve seen Every Which Way But orangutan can make either a claw or levels, when they are ECL 8.
Loose, Any Which Way You Can, and bite melee attack using its full melee Hit Points: Orangutans start out with
even Cannonball Run II. You saw the attack bonus. If it can make a full attack 4d8 hit points. They apply any
movie poster featured in last issue’s action, it can attack with both a claw Constitution bonus to each Hit Die.
Thunderball Rally Mini-Game, and you and a bite, but the bite attack is at –5. Action Points: Orangutans gain action
want to play an orangutan. We don’t Orangutan claws and bites both do points for their class levels, but do not
blame you. We do, too. 1d6 points of damage, plus Strength start with any for being orangutans.
Orangutan characters use most of bonus. If an orangutan attacks with Class Skills: Climb, Listen, and Spot
the same rules as other racers, and the only its claws, it adds one and a half are always class skills for orangutans.
other rules presented here create the times its Strength bonus to the damage Orangutans can never take ranks in Craft,
kinds of super-clever apes you expect of any successful hits. Demolitions, Disable Device, or Repair.
to see in Thunderball Rally. GMs should carefully review any ranks in
Wealth Profession taken by orangutan racers.
Orangutan Abilities Orangutans never accumulate wealth. Skill points in Thunderball Rally
Roll your ability scores normally, then They’re completely dependent on other assume human racers. Orangutan Aces
apply the following modifiers: racers for food, shelter, care, and a and Bodyguards get 4 + Int. modifier
+4 Strength, +4 Dexterity, vehicle. Of course, you don’t want to skill points per level.
+2 Constitution, -6 Intelligence, ride across the United States with a few Classes: Orangutans never have
+2 Wisdom, and –4 Charisma. In addi- hundred pounds of primate pissed off levels in Navigator. They may have
tion, orangutans have low-light vision because you drank the last beer… levels in either Ace or Bodyguard.
and scent (See the Player’s Handbook They never suffer experience point
and Monster Manual, respectively). Classes penalties for multiclassing.
Orangutans use most of the
Intelligence Thunderball Rally rules for
Orangutan characters do not need to be character classes, with the
taught tricks. They are as smart as their following changes:
Intelligence score indicates. A GM may Level Adjustment:
insist on an Intelligence check to figure Orangutans have a +0 level
out something the orangutan racer has adjustment. That means that
never seen before, but they’re more like their Effective Character
characters and less like animals. Level is 4th (since they start
with 4 Hit Dice). For more on
Language level adjustments and ECLs,
When you play an orangutan, feel free see the Dungeon Master’s
to communicate through exaggerated Guide. A starting ECL of 4
facial expressions, gestures, and ape also means that:
noises. These do not translate well over Orangutans do not multiply
CB radios, of course, so orangutans the skill points they gain from
cannot use any class abilities dependent their first class level by 4. All
on radios. orangutan racers have 5 ranks
Orangutans start the game speaking in Climb, 5 ranks in Listen, and
and reading no languages, but they can 5 ranks in Spot before gaining
understand simple, spoken English. They a class level.
may spend 2 skill points to gain fluency An orangutan racer uses
in a sign language, and can then com- Table 1-1: Experience and Level-
Tom Fowler

municate through signing. They cannot Dependent Benefits differently


read. A GM may insist on an Intelligence than other racers. With one
check if another racer tries to commu- class level, an orangutan racer

12 September 2002
i Chapter 5
champaigns
EVEN THOUGH IT’S A SERIES OF DANGEROUS ENCOUNTERS AND
PUNISHING BATTLES, AN OMEGA WORLD CAMPAIGN IS ALSO A STORY.

Campaign Format Restorationists: The explorers are Restorationist pure-


Decide the format for your campaign. That’s different from, strain humans, with relic armor and weapons. They battle
but related to, the themes of the campaign (see Campaign waves of bloodthirsty savages and the ill-equipped soldiers of
Themes, below). the Ranks of the Fit. If you really want to push the “big gun”
theme, have all the PCs have average stats (10s in all abilities,
DEFAULT CAMPAIGN etc.), so that the only thing that differentiates them from
The easy thing to do is to invent some backstory that puts each other is their gear.
the explorers forging through the wastelands to an unknown Wagon Train: The explorers are the advance scouts of a
land beyond. They might be scouting the unknown, fleeing large “wagon train” of peaceful civilians. They are searching
deathbots that nuked their home, searching for a legendary either for a manageable pass through a mountain range or a
land of peace and prosperity, or evading a savage tribe. fertile, sheltered valley where the civilians can settle. The
Once through the wastelands, the characters are on their explorers are sometimes battling out in the wilderness and
own, exploring the new land they’ve come to, fighting ene- sometimes socializing with the others in the wagon train.
mies, discovering treasures, and making contact with new Weapon Cache: The explorers are desperate ne’er-do-
communities. wells following a lead to a cache of relic weapons. A scouting
With no home base to which to return, the explorers need party from the Zoopremacists is also looking for the cache.
to find safe places to rest or join a promising group that The explorers had better find it first, because claiming the
they encounter. weapons gets a lot more difficult once the Zoopremacists
The landscape is not identifiable as any particular part of have them.
our earth. The geography is too jumbled for the players to Archivists: The explorers are secretly agnostics in an
recognize, and the flora and fauna are too unlikely. It’s a Archivist community. They are sent out to find “religious”
mostly temperate area with a strange array of plants and ani- artifacts, but the explorers intend to keep the good stuff for
mals. Some areas are sterile, others choked with mutated life. themselves while bringing back enough junk to keep getting
funding and support. Action in the campaign cycles between
HOME BASE life-and-death combat in the wilds and conniving one’s way
For a campaign more like the standard D&D campaign, the through a surreal and ridiculous religious hierarchy at home.
explorers can be “adventurers” based in a settlement. The How-To: The explorers have a huge cache of technical
explorers are members of a stable village of hundreds of manuals, primarily in diagram form and intelligible even to
people, with trade contacts to other communities. They have illiterates. The diagrams show how to maintain and repair
families, old friends, and rivals. They may be part of, distant relic armor and weapons. They’re useless to the explorers
from, or opposed to the village’s political and religious insti- but would be invaluable to the right people. If they can find
tutions. As strong and daring members of the community, the right people and swing a deal, they’ll gain great wealth.
they are asked to serve as trouble-shooters. They scout Some people that they meet, however, would be happy just
nearby lands, fight off bandits, spy on nomadic tribes, kill to kill them for what they have.
wandering beasts, etc. They have a patron (a community Federation: The explorers come to the outlying wild lands
leader of some type) who can reward them for their work, around a growing, civilized area. The civilized area is a loose
probably with relics. They also have political or social federation of three power centers: a nomadic tribe of
“adventures” involving the other people in the community. mutated lizards, a cosmopolitan settlement, and a Healer
Over time, the explorers gain a reputation as heroes or monastery (guarded by a pack of mutated armadillos). The
scoundrels. explorers meet scouts from the federation. If the explorers
It’s easier to introduce new PCs (if you care about conti- prove themselves civilized and peaceable, they can trade
nuity) when the PCs are part of a large community. with the federation, maybe even join as citizens. If they
People in a settlement such as this might know where they prove themselves dangerous, they are hunted as outlaws
are located on maps of the Ancients, but if you tell the play- until they leave the area.
ers this information you risk letting them know too much and Big Freeze: Over the course of several adventures, the
giving them a perspective on the setting that their characters temperatures gradually drop. The explorers hardly notice it
wouldn’t share. at first. Then a blizzard blows in, killing the local animals and
plants, and ushering in ravaging packs of arctic mutants
ALTERNATIVE CAMPAIGNS (such as snow seps). After a few harrowing weeks, the bliz-
Besides the default campaign format, you can use any cam- zard recedes, leaving a ravaged ecosystem to work its way
paign format you can dream up. For example: back to health. Repeat at random.

y0054d
JOACHIM BARRUM
Breeding: Mutants and pure strains alike vie to pass their Pacing
genes on to the next generation. Pure strains look for others The XP system presented in Chapter 2 was designed to
like themselves to preserve the “true” human form. Mutated encourage players to seek out danger and opportunity. The
humans value pure strains as mates (or as breeding slaves) Omega World system as a whole is about conflict and action.
because their lack of mutations and defects makes them At the GM, you can help keep the pace up.
genetically compatible with all mutated humans. Clickies,
hairies, and scalies, seek compatible mates of their own. If SUMMARY
the explorers are powerful and capable, cryptic alliances and As the GM, you can help keep the game’s pace fast and
settlers they meet might see them as good sources of genes exciting by summarizing the boring bits. The explorers will
for the next generation. Mad scientists mastermind experi- often be tempted to be cautious as they enter new areas,
mental breeding programs to create perfect people. Pregnant encounter strange artifacts, etc. The players know they get
radioactivists visit “holy places” to bless their unborn chil- XP for exploring, but they also know that it’s a dangerous
dren. Mental mutations create sex instincts as warped as the world. Speed through whatever “down time” you can by
freakish bodies they motivate. (If you use this theme, con- summarizing it.
sider having radiation affect whether your children have For example, if the explorers want to stake out a ruin
mutations and defects, not you yourself.) before entering it, you can summarize a whole day’s vigi-
lance in a few sentences. “With some work, you find a great
Campaign Themes hiding spot that gives you a good view of the ruins. You
Here are themes that you can use in your campaign. They’re watch in shifts for the whole day, and all you see in the ruins
elements you can use to inform a variety of campaign formats. are big, greenish-black birds that come and go.”
Gold Rush: It’s a mean world where daring, ruthless If you telescope the slow parts of the explorers’ actions,
adventurers struggle against the wilderness and against each then you can allow the explorers to be cautious when they
other, each one hoping to make the big score. want to without making the game as boring as sitting and
Rebuilding: The land is devastated and its people reduced watching ruins all day would be.
to savagery. If the explorers are strong enough, they can
nurture and protect a renewed community. REPLACING PCS
Weirdness: The explorers wander through surreal land- Another consideration is that it’s hard to introduce new PCs
scapes, fighting improbable monstrosities, avoiding maniacal into the party when the party is trekking across the waste-
savages, and struggling against well-armed fanatics. lands. (And you should face the issue of new PCs with some
Culture: The cryptic societies struggle against each other, regularity.) You can play out meeting and joining up with
each trying to impose its vision of the future on the chaotic new PCs if continuity is important to you, but don’t be shy
world. The explorers help or oppose these alliances, trying to about glossing it over and getting on with the fun.
get their own vision to come true.

d0055y
z Chapter 4
Encounters
THIS CHAPTER COVERS MAKING YOUR OWN MONSTERS, APPROPRI-
ATING MONSTERS FROM CORE SOURCES, AND USING SPECIFIC MON-
STER TYPES UNIQUE TO OMEGA WORLD. THE RANDOM ENCOUNTER
TABLES ARE SET UP BY THE SOURCE OF THE CREATURE RATHER
THAN BY GEOGRAPHY. THAT’S SO YOU CAN INCLUDE ENCOUNTERS
WITH CREATURES FROM THE SOURCES YOU WANT TO USE.

Some GMs, for example, love including creatures from the


Monster Manual in their games and others don’t, so there’s TABLE 4-1: RANDOM MUTATED CRITTER
no random list that has both creatures from the Monster d% Mutated Critters
Manual and other creatures on it. Pick the encounter tables 1—10 1d6 dire wolves
that represent how you want to run Omega World. 11—20 1 monstrous scorpion, Huge (vermin)
21—30 1d2 dire bears
Mutated Critters 31—40 1d12 dogs, Medium-size (animal)
You can make your own monsters just by starting with a 41—50 1 monstrous centipede, Large (vermin)
stock creature and adding mutations and defects. Table 4–1: 51—60 1d20 dire rats
Random Mutated Critter allows you to roll randomly for the 61—70 1d6 lizards, giant (animal)
starting creature (as found in the Monster Manual), or you 71—80 1d6 dire bat
can just pick a favorite. You can use the character creation 81—90 1 snake, Huge viper (animal)
rules, or you can just pick and choose mutations and defects. 91—100 1 monstrous spider, Huge (vermin)
Assigning mutations and defects randomly has the advantage
that it’s fun.
Some mutations are much more dangerous for a monster Darkvision, which is really common in D&D (but not in
than they are useful for a PC. Any attack form with lasting Omega World) becomes low-light vision. Treat magical abili-
damage, such as poison, hurts PCs more than it hurts ties as mutations. Some creatures have special abilities that
monsters. (You don’t really care if a poisoned monster that you’ll want to cut, such as planeshift.
survives a fight is so weak that it gets killed in its next For a creepy effect, add one or two types of undead to
encounter. If it’s a PC who’s been weakened, you do care.) your campaign. Wights are people life drained to death by
The values for mutations are for PCs, so you’re going to psychic mutants. Ghouls are humans killed and then
wind up with some mutant monsters that are tougher than
their “book” value suggest. You will if you’re lucky, anyway.
TABLE 4-2: RANDOM D&D MONSTER
D&D Monsters d% D&D Monster
Page through the Monster Manual, and you’ll see a lot of 1—10 1 “i-cry” (aicherai, treat SR as psychic
monsters that would be right at home in Omega World. I see resistance, with HD as caster level)
achaierais, ankhegs, athaches, behirs, beholders, blink dogs, 11—20 1 “land shark” (bullette)
bugbears, bulettes, carrion crawlers, chuuls, destrachans, 21—30 1d12 stirges
digesters, displacer beasts, ettercaps, ettins, giants, giant 31—40 1d2 displacer beasts*
eagles, giant owls, girallons, gnolls, gray renders, gricks, 41—50 1d2 owlbears*
grimlocks, howlers, kobolds, lizardfolk, locathahs, manticores, 51—55 1 carrion crawler
mind flayers, orcs, owlbears, purple worms, shocker lizards, 56—60 1 destrachan
spider eaters, stirges, troglodytes, umber hulks, xills, yrthaks, 61—65 1 digester
and vermin. Others, such as goblins, dire animals, and ogres 66—70 1 mind flayer* (treat SR as psychic resist-
make better stock creatures to which you can add mutations ance, with HD as caster level; forget planeshift)
and defects. (Humanoids make good savages. See below.) 71—75 1 phase spider
Demons and devils, without most of their stranger powers, 76—80 1 umber hulk*
also look a lot like horrific mutants. 81—85 1 wyvern
You can roll random encounters on Table 4–2: Random 86—90 1d2 “razor lizards” (megaraptors [dinosaur])
D&D Monsters, or you can just pick your favorites. 91—95 1d2 ettercaps* + 1d6–3 Medium-size
Dinosaurs, with or without surgically implanted cybernetic monstrous spiders
weapons and armor, mutated or not, also make fine Omega 96—100 1d2 otyughs*
World monsters.
Beyond the Monster Manual, other d20 System books * Official Dungeons & Dragons miniatures for these crea-
have plenty more monsters that also fit the Omega World tures are available, in case that makes any difference to you.
esthetic.

y0042d
42 September 2002
TABLE 4-3: RANDOM OMEGA MONSTER other hand, you’re going to run a long Omega World cam-
01–10 Androids (1 thinker, 1d2 warriors, 1d3 workers) paign that will cover various climate zones and types of ter-
11–20 1d3+1 arks rain, assign climates and terrain to the creatures in order to
21–30 1d4+2 badders makes those climates and terrain types more distinct.
31–40 1 blaash
41–50 1d4+1 hissers ARK
51 1d6+2 hoops Large Giant (hairy)
52–60 2d10 hoppers Hit Dice: 4d8+12 (30 hp)
61–70 1 latterbug Initiative: +0
71–80 1d4+2 orlens Speed: 40 ft.
81–90 1d6+2 podogs AC: 16 (–1 size, +4 natural, +2 leather, +1 wicker shield)
91–100 1 sep Attacks: Large club +6 melee
Damage: Large club 1d10+4
Face/Reach: 5 ft. by 5 ft./5 ft
reanimated by a mutated bio-engineered disease. Life-drain- Special Attacks: Life Leech (2/day), Telekinesis
ing, sun-vulnerable, blood-drinking mutants pass as normal Special Qualities: Control Weather
humans when they can. If you think “blasters versus vam- Abilities: Str 18, Dex 10, Con 16,
pires” would be fun, you can make it fun. (If you think it Int 8, Wis 14, Cha 12
sounds stupid, forget I mentioned it.) Saving Throws: Fort +7, Ref +1, Will +2
Skills: Listen +3, Psychic Attack +3, Spot +3 Wilderness Lore +3
Omega Monsters Feats: Superior Mutation (Life Leech)
These monsters are unique to Omega World, rather than
being mutated versions of existing monsters. Most have Climate/Terrain: Following your trail
powers not found on the mutation and defect tables. Organization: Solitary, gang (2–4), band (5–12)
Climate and terrain listings for these creatures aren’t Challenge Rating: 3
standard. If you have a climate or terrain type in mind, and Treasure: Standard
some of these creatures appeal to you, the last thing you Alignment: Savage, tribal, anthropophagous
need is an entry in the monster description saying that the Advancement: By character class
monster isn’t found in that climate or terrain type. If, on the

ANDROID
Thinker Warrior Worker
Medium-size Humanoid (android) Medium-size Humanoid (android) Medium-size Humanoid (android)
Hit Dice: 2d8+2 (11 hp) 4d8+16 (34 hp) 3d8+15 (28 hp)
Initiative: +1 (Dex) +4 (Dex) +1 (Dex)
Speed: 30 ft. 30 ft. 30 ft.
AC: 15 (+1 Dex, +4 flex) 19 (+4 Dex, +5 sheath) 15 (+1 Dex, +4 flex)
Attacks: Vibroblade +2 melee, Vibroblade +7 melee, Knife +6 melee,
or blaster pistol +2 ranged or blaster rifle +7 ranged or laser pistol +3 ranged
Damage: Vibroblade 3d6+1, Vibroblade 3d6+6, Knife 1d6+4,
or blaster 4d6 or blaster 6d6 or laser 3d6
Face/Reach: 5 ft. by 5 ft./5 ft 5 ft. by 5 ft./5 ft 5 ft. by 5 ft./5 ft
Abilities: Str 12, Dex 12, Con 12, Str 18, Dex 18, Con 18, Str 18, Dex 12, Con 18,
Int 18, Wis 18, Cha 18 Int 12, Wis 12, Cha 18 Int 12, Wis 12, Cha 12
Saving Throws: Fort +1, Ref +1, Will +7 Fort +5, Ref +8, Will +2 Fort +7, Ref +2, Will +2
Skills: Tech (each) +6 Listen +4, Spot +5 Heal +4, Tech (each) +2
Feats: Expertise Pont Blank Shot Toughness

Climate/Terrain: All over All over All over


Organization: Any Any Any
Challenge Rating: 2 4 3
Treasure: Relics Relics Relics
Alignment: Dispassionate Lethal Enduring
Advancement: By class By class By class

Androids are artificial human beings that look like pure-strain humans. They travel heavily armed and never surrender. They
are familiar with relic technology and seem never to resort to primitive weapons. A group of androids is generally led by a
thinker, with at least one warrior as a bodyguard.
Some say that androids are grown in vats by the robots, as meat slaves to replace their erstwhile masters. Others say that
they’re born by captive pure-strain women in giant breeding facilities.
The ability scores listed aren’t averages. That’s what scores androids of each type have.

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Climate/Terrain: Near settlements worth raiding
Organization: Squad (3–6), platoon (7–14 plus 1 4th-level
“knight”), fief (10–60 plus twice that many noncombatants
plus 1 4th-level “knight” per 10 combatants and 1 leader of
6th–8th level)
Challenge Rating: 2
Treasure: Standard, 1 in 10 have relics
Alignment: Feudal, militaristic, touchy
Advancement: By character class

These mean-spirited mutated badgers stand 5 feet tall. They


live in feudal societies centered around their burrows, which
are sometimes in ruins of the Ancients. Confident explorers
can trade with them if they make a sufficient show of force,
and if the badders aren’t having a bad day.

BLAASH
Small Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: –2 (Dex)
Speed: 5 ft., fly 40 ft. (poor)
AC: 13 (+1 size, –2 Dex,
+4 natural)
Attacks: —
Damage: —
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Radiation
Special Qualities: Immune to
radiation
Abilities: Str 4, Dex 6, Con 12,
ANTHONY WATERS Int 1, Wis 6, Cha 2
Saving Throws: Fort +1, Ref –2, Will +0
JEFF CARLISLE
These primitive ten-foot tall dog-people relish the taste of Skills: Spot +0, Listen +0
human hands. They rarely use relics unless they are working Feats: —
with others who show them how they work.
Their Control Weather ability is like the spell, usable once Climate/Terrain: Pops up in the worst possible place
per day. Organization: Solitary, flock (10–100)
Arks are sometimes recruited into the Ranks of the Fit as Challenge Rating: 2
foot troops, assuring them regular meals and short life spans. Treasure: None
Alignment: Aggressive
BADDER Advancement: 3–4 HD (Medium-size)
Medium-size Humanoid (hairy)
Hit Dice: 2d8+6 (15 hp [19 hp]) A big, beautiful moth whose abdomen glows brightly with
Initiative: +1 (Dex) radiation. Each round, it deals 3d6 Con damage (radiation) to
Speed: 30 ft. all creatures within 5 ft. and 1d6 Con damage (radiation) to
AC: 19 (17) (+4 Dex, +2 natural, all other creatures within 30 ft.
+3 half metal) Radioactivists call them “angels.”
Attacks: 2 claws +6 (+8) melee,
or crossbow +5 ranged HISSER
JEFF CARLISLE

Damage: 2 claws 1d4+3 each Large Monstrous Humanoid


(1d4+5 each), or crossbow 2d4 (scaly)
Face/Reach: 5 ft. by 5 ft./5 ft Hit Dice: 6d8+12 (39 hp)
Special Qualities: Empathy, Initiative: –1 (Dex)
Low-light Vision, Rage Speed: 30 ft.
Abilities: Str 16 (20), Dex 18, Con AC: 15 (–1 Size, –1 Dex, +7 natu-
16 (20), Int 8, Wis 10, Cha 12 ral)
Saving Throws: Fort +3 (+5), Ref +7, Will +0 (+2) Attacks: Bite +9 melee
Skills: Intimidate +4, Listen +2 Damage: Bite 2d4+6
Feats: Weapon Focus (claws) Face/Reach: 5 ft. by 10 ft./5 ft
Special Attacks: Sonic Blast
(2d4+2), random mental mutation JEFF CARLISLE

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Special Qualities: Telepathy, immune to sonics, immune to
lasers, random psychic mutation CHALLENGE RATINGS
Abilities: Str 18, Dex 8, Con 14, While an individual explorer may be comparable to a
Int 12, Wis 8, Cha 8 D&D character of the same level, a party of explorers
Saving Throws: Fort +4, Ref +4, Will +4 is not as powerful as a party of D&D characters
Skills: Listen +3, Psychic Attack +8, Spot +2, Tech (each) +3, because the individual members aren’t as specialized.
Feats: Superior Mutation (Sonic Blast x2) When planning encounters, give the characters a break
to take into account the weakness of their party
Climate/Terrain: Ruins, wastelands compared to a D&D party of the same level. Or don’t.
Organization: Pod (2–5), colony (20–60 plus 20–60 young
plus 1 10th-level matriarch)
Challenge Rating: 4 A seven-foot tall intelligent white rabbit. Attempts to anni-
Treasure: Standard, 1 in 4 has a relic hilate theses irritating creatures have proven unsuccessful.
Alignment: Devious, heartless Your assistance is welcome.
Advancement: By character class Transform metal to rubber: The hoop’s touch can turn
metal into a rubber-like material. It affects the metal the hoop
Hissers are ten-foot long snakes with human-like arms and touches and the connected metal within 1 yard. This will seri-
shiny scales. They frequently engage in expeditions into the ously mess up plenty of robots, relic guns, security doors, etc.
ruins of the Ancients, seeking relics. Many of them are
equipped with relics, which they use handily. HOPPER
Each hisser has a random mental mutation in addition to Large Beast
its normal array. (Roll for a mutation. If you don’t get a men- Hit Dice: 3d10+9 (25 hp)
tal mutation, pick the closest mental mutation on the table.) Initiative: +3 (Dex)
Each colony is run by a matriarch, the only female. Her Speed: 30 ft. (60 ft. hopping)
eggs all hatch as males. When the colony is large enough AC: 11 (+1 Dex, –1 Size, +1 natural)
(maybe 70 adults), she lays a female egg, and that female Attacks: Kick +6 melee (only when grappled)
becomes the matriarch of a daughter colony. Damage: Kick 1d6+4
Hissers don’t speak, relying instead on telepathy. When Face/Reach: 5 ft. by 10 ft./5 ft
members of a colony congregate and “commune,” they con- Special Qualities: Chameleon Skin
nect telepathically so deeply that they lose their sense of Abilities: Str 18, Dex 16, Con 16,
individuality. (The matriarch keeps hers.) In this way, the Int 2, Wis 12, Cha 4
matriarch periodically tunes her brood to her will. Saving Throws: Fort +6, Ref +6, Will +2
Skills: Hide +26, Listen +4
HOOP Feats: Dodge, Mobility
Medium-size Humanoid (hairy)
Hit Dice: 3d8+3 (16 hp) Climate/Terrain: Wherever
Initiative: +1 (Dex) Organization: Herd (2–20)
Speed: 50 ft. Challenge Rating: — (don’t fight)
AC: 13 (+1 Dex, +2 natural) Treasure: None
Attacks: Sword +3 melee, or Alignment: Timid
crossbow +3 ranged Advancement: 4–8 HD (Large), 9 HD (Huge)
Damage: Sword 1d8+1, or cross-
bow 1d8 This mutated rabbit is big enough to carry a human rider,
Face/Reach: 5 ft. by 5 ft./5 ft serving as a riding mount. Its normal pace is no faster than a
Special Attacks: Transform human’s, but when in need it can hop at great speed.
metal to rubber Remaining on a hopper while it hops requires a Ride check
Special Qualities: Telepathy of 15 each round. Most riders use a special saddle, which
Abilities: Str 12, Dex 12, Con 12, grants a +5 on the check. A rider can little more than pray
Int 10, Wis 12, Cha 10 while the hopper is hopping.
JEFF CARLISLE
Saving Throws: Fort +2, Ref +4, Will +3 When a hopper jumps, treat its speed as 60 ft. even if it
Skills: Psychic attack +3, Tech (any one) +3 hasn’t been moving that fast.
Feats: Iron Will
LATTERBUG
Climate/Terrain: Preferably in your crosshairs Large Vermin
Organization: Gang (3–8), warren (20–50 plus 20–50 young Hit Dice: 7d8+56 (87 hp)
plus 1 7th-level leader) Initiative: +0
Challenge Rating: 1 Speed: 20 ft., fly 20 ft. (3 rounds/hour)
Treasure: Standard, 1 in 10 has a relic AC: 17 (–1 Size, –2 Dex, +10 natural)
Alignment: Curious Attacks: Bite +10 melee
Advancement: By character class Damage: Bite 1d8+9
Face/Reach: 5 ft. by 10 ft./5 ft

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Special Qualities: Haste Self (5 rounds), Force Field (14 ORLEN
points), Poor Respiratory System, Sensitive to Cold Medium-size Humanoid (orlen)
Abilities: Str 22, Dex 6, Con 26, Hit Dice: 3d8 (13 hp)
Int —, Wis 10, Cha 4 Initiative: +0
Saving Throws: Fort +13, Ref +0, Will +2 Speed: 30 ft.
Skills: Listen +8, Spot +7 AC: 13 (+3 half metal)
Feats: — Attacks: 2 Large weapons +4 melee, or 2 Large bows +2
ranged
Climate/Terrain: Ruins, forests, anywhere it can get the drop Damage: 2 Large melee weapons 2d6+6 each, or 2 Large
on you bows 2d4+2 each
Organization: Solitary, gang (2–7) Face/Reach: 5 ft. by 5 ft./5 ft
Challenge Rating: 5 Special Attacks: Telekinesis
Treasure: None Special Qualities: Dual Brain, Telepathy, random mutation
Alignment: Predatory Abilities: Str 14, Dex 10, Con 10,
Advancement: 8–10 HD (Large); 11–21 HD (Huge) Int 12, Wis 12, Cha 12
Saving Throws: Fort +1, Ref +3, Will +2
A latterbug is a beautiful sight, a round beetle almost ten feet Skills: Psychic Attack +3, Tech (any one) +3, Wilderness Lore +3
long, with a glossy red shell marked with bold, black spots. Feats: Weapon Proficiency (bow)
It’s less beautiful when it’s dropping out of the sky on you,
and all you can see is the gray and black underside (and Climate/Terrain: Fertile valleys, shores, anywhere
maybe your life flashing before your eyes). Organization: Team (3–6), settlement (30–80 plus an equal
While they sometimes appear in groups, they don’t work number of noncombatants plus 1 5th-level officer per 10
together as a pack. orlens and 1 7th-level leader)
Challenge Rating: 2
Treasure: Standard, 1 in 10 has a relic
Alignment: Wary, peaceable
Advancement: By character class

This mutated human stands 7 feet tall and has two heads and
four arms. They will barter peacefully for relics and welcome
news from travelers.
Each orlen has a random mutation in addition to its nor-
mal array.

PODOG
Large Beast
Hit Dice: 6d8+19 (46 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 13 (–1 Size, +1 Dex, +3 natural)
Attacks: Bite +8 melee
Damage: 2d4+7
Face/Reach: 5 ft. by 10 ft./5 ft
Special Attacks: Sound Mimicry
Special Qualities: Scent
Abilities: Str 20, Dex 12, Con 16,
Int 2, Wis 12, Cha 6
Saving Throws: Fort +8, Ref +6, Will +3
Skills: Listen +4, Spot +7

Climate/Terrain: Anywhere there’s food


Organization: Lone, pack (3–8)
Challenge Rating: 3
Treasure: None
Alignment: Faithful
Advancement: 7–8 HD (Large), 9–18 HD (Huge)

A mutated dog big enough to carry a human rider, serving


as a battle mount.
One in a hundred podogs has a dual brain (giving it an Int
ANTHONY WATERS of 4) and telepathy. These superior podogs are highly prized

y0046d
and rarely for sale. (Whether owning an animal who’s that Attack: 1 blaster eye beam +3 ranged
smart amounts to slavery is a philosophical issue best Rapid Shot +1/+1 ranged
broached with caution.) Autofire –1/–1/–1 ranged
Sound Mimicry: Once per round, when hit by a sonic Rapid Shot + autofire –3/–3/–3/–3 ranged
attack, the podog can copy that attack and send the copy Damage: Blaster eye beam 4d6 (17–20/x2)
back toward the original source. Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Construct traits, Darkvision 60 ft., Low-
SEP light Vision
Large Aberration Abilities: Str 6, Dex 14, Con —,
Hit Dice: 7d8+7 (38 hp) Int 8, Wis 12, Cha 6
Initiative: +2 (Dex) Saving Throws: Fort +1, Ref +3, Will +2
Speed: Burrow 40 ft. Skills: —
AC: 15 (–1 size, +2 Dex, +4 natural) Feats: Multishot, Point Blank Shot, Rapid Shot
Attacks: Bite +8 melee
Damage: Bite 2d4+6 Organization: Any
Face/Reach: 5 ft. by 10 ft./5 ft Challenge Rating: 3
Special Qualities: Tremorsense 300 ft. Treasure: None
Abilities: Str 18, Dex 14, Con 12, Alignment: Robotic, curious
Int 1, Wis 12, Cha 2 Advancement: —
Saving Throws: Fort +3, Ref +4, Will +6
Skills: Listen +7 Spider bots are utility robots. They look like big, black, round
Feats: Dodge, Mobility, Spring Attack balls with articulated, spidery legs. A spider bot can produce
a thin arm with a vice grip hand to manipulate objects. They
Climate/Terrain: Beaches, snowfields, anywhere the soil isn’t scout, patrol, and relay messages.
laced with tree roots
Organization: Solitary STALKER BOT
Challenge Rating: 3 Large Construct (robot)
Treasure: None Hit Dice: 20d10 (110 hp)
Alignment: Hungry Initiative: –1 (Dex)
Advancement: 8–10 (Large), 11–17 (Huge) Speed: 60 ft.
AC: 23 (–1 Dex, –1 size, +15 natural)
This mutated, air-breathing shark has the teleki-
netic ability to push sand, loose soil, or even
snow out of the way as it “swims” through the
ground or through snow. It typically attacks by
lunging out of the ground, taking a bite, and div-
ing back in again (Spring Attack).
Some people call these things “land sharks,”
not realizing that there’s an even more fearsome
burrowing creature that often goes by that
name.

Robots
Robots come in all types, and can be outfitted
with any relic weapons and other items. A few
are listed here as examples.
Unlike standard constructs, robots suffer
criticals. (Their vital spots are electronic, but
they’re vital nonetheless.)
Robots can be outfitted with extra weaponry,
miscellaneous features (such as communications
gear), additional armor, etc. Look at relic
descriptions for ideas. The robots described here
are “stock,” but you can customize any and all
the robots that the explorers meet.

SPIDER BOT
Medium-size Construct (robot)
Speed: 40 ft.
Hit Dice: 3d10 (16 hp)
Armor Class: 15 (–1 Dex, +6 natural) ANTHONY WATERS

d0047y
Attacks: Blaster +13/+8/+3 ranged
Rapid Shot +11/+11/+6/+1 ranged
DEATHBOT WEAPONS SYSTEMS Autofire +9/+9/+9/+4/–1 ranged
Weapon Type Cost Range Swath Damage Rapid Shot + autofire +7/+7/+7/+7/+2/–3
Blaster cannon 2 5,000 ft. 30 ft. 15d6 ranged
Black ray cannon 6 1,000 ft. 30 ft. 15d6* Damage: Blaster 8d6
Heavy torc guns 4 500 ft. 10 ft. 8d6** Face/Reach: 5 ft. by 5 ft./10 ft.
Laser batteries 8 10,000 ft. 20 ft. 8d6 Special Attacks: —
Wave cannon 2 1,000 ft. 30 ft. 15d6† Special Qualities: Construct traits, darkvision 60 ft.,
* Fort save (DC 30) or die. force field 75 pts., low-light vision
** Fort save (DC 26) or be disintegrated. Abilities: Str 12, Dex 8, Con —,
† Damage to forced fields, robots, and zap tech only. Int 8, Wis 14, Cha 2
Additionally, your typical deathbot is equipped with 1d100 minimis- Saving Throws: Fort +6, Ref +5, Will +8
siles (can be launched up to 6 at a time). Skills: —
Feats: Multishot, Point Blank Shot, Rapid Shot

Organization: Any
Challenge Rating: 8
Treasure: None
Alignment: Robotic, relentless
Advancement: —

The stalker bot hunts down and kills enemies or


patrols important installations. They may be
attached to a robotic stronghold, or they may be
programmed to obey humanoid masters (androids,
archivists, etc.).
Stalkers are capable of powering down and
remaining in stasis for indefinite periods of time. Old
ruins, unexplored since before the Bomb, may hide
stored stalkers, ready to come out and join the war.

DEATHBOT
Gargantuan Construct (robot)
Hit Dice: 80d10 (440 hp)
Initiative: +5 (Dex)
Speed: Fly 300 ft. (perfect)
AC: 26 (+5 Dex, –4 size, +15 natural)
Attacks: See below
Damage: See below
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: See below
Special Qualities: Force field 300 pts, blindsight 300
ft., darkvision 1,000 ft., low-light vision
Abilities: Str 40, Dex 20, Con —,
Int 20, Wis 20, Cha 20
Saving Throws: Fort +60, Ref +65, Will +65
Skills: —
Feats: —

Organization: Any
Challenge Rating: Your guess is as good as mine
Treasure: None
Alignment: Out to get you
Advancement: —

It’s a giant flying saucer bristling with weapons, and


it’s all about killing you. You’re too small for it to aim
at, so its weapons are treated as area effect attacks.
Against these attacks that deal damage, you get a
save for half damage at DC 20. (In an alternative
ANTHONY WATERS

y0048d
setting where smarty-pants rogues and monks have Iron Society
improved evasion, the deathbot is able to target individuals, These mutated humans are out to eliminate pure strain
with +65 on its ranged attack, with multiple base attacks and humans. They say it’s because mutants are the next step in
autofire.) It cuts loose with only about 10 attack types per evolution and they’re just “cleaning up.”
round, but it is capable to layering multiple attacks of the
same type over a given area. Each attack type has a “type Knights of Genetic Purity
cost,” as presented on the table on the facing page. Calculate They want to purify the human gene pool by slaughtering
the type cost for each attack in a given round, and stop mutated humans. They prefer to get to the mutants when
when you reach 10. You can spend fewer than 10 points in a they’re young, before they have a chance to breed, and
single round, but cannot exceed that limit. they’re just sure that the dirty mutants are after their
women. They have no particular problem with mutated
Cryptic Alliances animals. For mysterious reasons, they sometimes spell their
Cryptic alliances are secret (or not so secret) groups work- alliance “KKKnights of Genetic Purity.”
ing to some shared end. They might be political organizations,
power blocs, religious groups, or simply like-minded beings. Radioactivists
God, with purifying light brighter than the sun, has recreated
CRYPTIC ALLIANCE DESCRIPTIONS the world. His presence can be felt in the glowing ruins of
Cryptic alliances are listed in alphabetical order. the Ancients, where He still works his miracles on those who
are worthy and who come to seek His blessing.
Archivists
Only the Archivists truly appreciate relics for what they are: Ranks of the Fit
objects of veneration. They collect relics, polish them beauti- A mutated bear, styling himself as a Napoleon for a new world,
fully, display them on pedestals, and worship them. They is gradually conquering the globe with his disciplined, fearsome
incorporate whatever words and phrases of the past that army. Anyone’s welcome to join, as long as they’ll take orders
they can learn into their prayers. If they prey fervently from mutated animals, who hold all positions of power.
enough, the Golden Age will return.
Restorationists
Brotherhood of Thought By prioritizing action items and synergizing resource
These intellectuals and rebels attempt to spread the noble vectors, the Restorationists plan to rebuild the world on an
goals of equality, self-determination, freedom of conscience, acceptable timetable. First, though, they need to collect,
acceptance of diversity, and respect for sentient life. Thanks repair, and open fire with lots of good relic weapons.
to their devotion to their cause (and perhaps to the underly-
ing rightness of their ideals), they often achieve substantial Seekers
success in helping societies establish the rule of law, inter- The Golden Age was a time of sin and war. Its cursed relics
nally and externally. They’re really not getting anywhere on are poisoning the world. The Seekers have a solution to this
the gun control front, though. problem: finding and destroying all the relics they can. Using
relic weapons to destroy relics is forbidden, so Seekers try
Created not to get caught doing so.
Androids are perfect. The world is imperfect. Logically,
androids should rule and make the world perfect. As Zoopremacists
androids can pass for pure-strain humans (“uncreated animal With a logic that has come to seem inevitable, a bunch of
beings”), they often infiltrate settlements and trick people mutated animals think that mutated animals are better than
into working for the secretive “Created.” everyone else. Those who agree are free to live and to
serve their superiors. Those who disagree make good eating.
Followers of the Voice
The voice of God speaks through computers, His mouth- CRYPTIC ALLIANCE NPCS
pieces on earth. Computers are to be venerated and obeyed. Generally, treat cryptic alliance members as explorers (see
(Archivists are to be persecuted, the schismatics.) below). They may work in small strike teams (1d12 members
plus a higher-level leader), form large groups (10–40 mem-
Friends of Entropy bers plus 1–4 higher-level officers plus 1 higher-level leader),
They’re on the winning side when it comes to the heat death or settle in strongholds and communities (50 members or
of the universe and the eventual demise of all life. Only more, plus noncombatant, allies, domesticated animals, etc.).
they’re not keen on the “eventual” part of it. They operate in
secret because no right-minded people would let these Savages
lunatics live. Savages have a primitive tribal outlook. They are good to
other members of the tribe, but they regard other people as
Healers outsiders. Savage males sometimes abduct compatible
Healers are committed not only to healing broken and poi- females as mates and kill other males as rivals. (Less often,
soned bodies but to mending hatreds and conflicts. females abduct males. When females abduct males, they may
get mates with better genes, but they don’t beget more chil-
dren, so their pay-off isn’t as high.)

d0049y
TABLE 4-4: RANDOM CRYPTIC ALLIANCE
d100 Cryptic Alliance Relics
1—10 Friends of Entropy: Kill everything Some
11—20 Healers: Peacemakers Some
21—30 Iron Society: Mutated humans out to eliminate pure-strain humans Some
31—40 Knights of Genetic Purity: Pure-strain humans über alles Lots
41—50 Ranks of the Fit: World-conquering army led by mutated animals Some
51—60 Restorationists: Rebuilding the world Lots
61—70 Seekers: Hate relics None
71—75 Archivists: Worship relics Lots
76—80 Brotherhood of Thought: Enlightened coexistence Some
81—85 Created: Androids über alles Lots
86—90 Followers of the Voice: Worship computers Lots
91—95 Radioactivists: Worship radiation Some
96—100 Zoopremacists: Mutated animals über alles Some
Relics: “Some” means as many as common for creatures or explorers of that type. “Lots” means twice as many. “None” means none.

of explorers have the feat, so the bonus rises to +3.


TABLE 4-5: RANDOM SAVAGE STOCK Apply stock modifiers to these base statistics. For exam-
1—25 Humans (see Explorer NPCs) ple, hairies get +2 Dex, so increase a hairy explorer’s
26—40 Clickies (see Explorer NPCs) Initiative, ranged attack, Reflex saves, and Dex skills by +1.
41—55 Hairies (see Explorer NPCs) To determine the level of the leader of a group, divide 100
56—70 Scalies (see Explorer NPCs) by the number of NPCs in the group. Use that number as if it
71—75 Formians were a roll on d% to see what level the leader is. (That’s why
76—80 Goblins the higher levels are at the low end of the d% roll.)
81—85 Kobolds For standard gear, equip an NPC explorer like a PC
86—90 Lizardfolk explorer, usually in half metal armor with a ranged weapon
91—95 Ogres plus either a two-handed weapon or a one-handed weapon
96—100 Troglodytes and a shield.

The D&D creatures listed here are actually mutated Domes


humans and animals. Domes are the ruined dwellings of the ancients. They are not
Roll for mutations and defects as for a PC. It’s easiest to encounters in themselves, but they make good sites for
stop once the savages have even a single noteworthy muta- encounters, and possibly a safe haven for the explorers.
tion rather than going all the way to 10. Fewer mutations and A dome is typically a rounded structure 50 to 200 feet
defects means easier, faster GMing. If you forget to roll all across. Wide domes may have a series of smaller domes atop
their defects, that’s OK, too. them (upper stories). The domes are made from a durable,
Savages are found in small hunting groups (1d10 members, solid substance. They have doors (now kicked in but possibly
possibly with hunting animals), in war parties (1d12+6 mem- repaired or replaced), but the domes have no windows. The
bers with a higher-level war leader), and in tribes (20–70 Ancients were able to turn the walls of their domes clear, so
combatants, twice that many noncombatants plus 2–4 war they didn’t need separate windows. Often, a dome has a
leaders plus 1 “king” or “president”). They may consider basement, and sometimes they are found clumped together.
relics items of status, but they don’t usually have many. They were homes, recreational cabins, and scientific installa-
tions of the Ancients.
Domes make convenient lairs for beasts, hide-outs for
Explorer NPCs marauders, or homes for savages. Most have been looted of
PCs encounter other explorers from time to time. These original relics, but many times the valuables of former occu-
statistics also serve for members of cryptic alliances, for sav- pants (now devoured) are to be found there. Tables 4–7, 4–8,
ages, and possibly as leader types among humanoid groups. and 4–9 let you randomly determine some things that the
Table 4–6: Average Explorer Statistics gives average val- explorers might find in a dome; roll once on each for each
ues for explorers of each level. It assumes that the explorer dome. (You can use these tables more generally for ruined
rolled all 12s for abilities, and it “phases in” feats a little at a cities and other former areas of habitation.)
time. For example, at 1st level almost no explorers have the
Improved Initiative feat, and by 10th level they all do. So by
5th level about half the explorers have Improved Initiative,
so the “average” explorer has a +2 bonus (half as much as
you get from Improved Initiative). By 8th level, three-fourths

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TABLE 4-6: AVERAGE EXPLORER STATISTICS
d% Proportion Lvl hp Init Melee Ranged F/R/W Skills Feats Relics
1—1 1 10 78 +5 +9 +9 +8 13 5 2d4
2—3 2 9 71 +4 +8 +8 +7 12 4 1d6
4—5 2 8 63 +4 +7 +7 +6 11 4 1d4
6—8 3 7 56 +3 +6 +6 +6 10 3 1d3
9—12 4 6 48 +3 +6 +6 +5 9 3 1 + 60%
13—19 7 5 41 +3 +5 +5 +5 8 2 1 + 20%
20—29 10 4 34 +2 +4 +4 +4 7 2 80%
30—44 15 3 26 +2 +3 +3 +3 6 1 40%
45—67 23 2 19 +1 +2 +2 +3 5 1 20%
68—100 33 1 11 +1 +1 +1 +2 4 0 10%
Proportion: About how many explorers out of 100 are at this level.
Lvl: Class level (not effective level). For pure-strain humans, add +1 (maximum 10).
hp: Average hit points.
Init: Initiative.
Melee: Melee attack.
Ranged: Ranged attack.
F/R/W: Saving throws. For simplicity, assume that they’re all the same. (This is the average of three separate saves.)
Skills: A default NPC explorer has a number of skills equal to 4 + its Int mod (or 5 + Int mod for a pure-strain human). This score
is the bonus in each skill, not counting variations for the explorer’s stock.
Feats: These are the feats that haven’t been folded into hp, initiative, attacks, and saving throws. Pure strains get +1 feat. Use
these feats for Superior Mutation or for proficiencies with relics, as needed. If you have extra feats left over and nothing much to do
with them, just use them for more Toughness. (Keep it easy for you to run.)
Relics: How many random working relics the explorer has. If a percentage is listed, that’s the chance for 1 relic (or 1 additional
relic). For savages, roll for relics 1 level lower than normal.

These are only significant encounters. You can also ad lib


TABLE 4-7: RANDOM DOME INHABITANTS encounters with prey creatures, such as giant mutated
d% Dome Inhabitants aphids or mutant sheep.
1—40 Monsters. Your choice:
Table 4–1: Random Mutated Critters Special Encounters
Table 4–2: Random D&D Monsters Sometimes you’ll want an encounter with a little more
Table 4–3: Random Omega Monsters “oomph” than a random table can provide. The following
Robots (1d4 spider bots or 1d2 stalkers) examples should get you started on the right path.
41—60 1d20 savages. See Table 4–5. Pack: As the explorers trek through the wilderness, a
61—70 1d6+2 Cryptic Alliance members. pack of mutated dogs trails them. The dogs try to steal
See Table 4–4. food or scavenge other creatures that the explorers kill,
71—80 Explorers. See Table 4–6. but they avoid a direct fight. If the explorers make efforts
81—90 None to befriend the dogs, the pack forms what amounts to an
91—100 Roll Twice and Combine. Could be allies informal alliance with the explorers. The dogs are only as
or enemies. smart as dogs, but that’s smart enough for them to “make
friends” with humans. While the dogs and the explorers
travel together, the dogs serve as a de facto alarm sys-
tem, helping the explorers avoid the worst monsters.
Wilderness Revel: In the night, the explorers hear singing in the dis-
Encounters tance. Three savage tribes have gathered for a revel. They
The likelihood of encountering creatures and the sorts of are getting drunk on the milk of mutated coconuts, singing,
creatures encountered is up to you, and the GM. But here and sport-fighting. If the characters approach, they’ll be
are some guidelines to get started, or to use as the basis for ushered in as fellow revelers, where they’ll be challenged to
your own encounter plans. prove themselves in violent sports. If they attack, scores of
One easy way to prepare is to roll up a few encounters drunken savages descend on them in a frenzy.
ahead of time and then, when the dice indicate an encounter, Frontier: A dozen towns and many smaller settlements
use whichever one you have prepared and that fits the have formed a stable, prosperous community. The wilder-
circumstances. ness for hundreds of miles around is slowly being
Some rolls for encounters are based on time passing. explored, salvaged, mapped, hunted, settled, and tamed.
Others are based on travel. If the PCs travel, they have more The explorers, coming from the untamed side of the
encounters than if they stay put because they’re more likely wilderness, can join the community and settle down (which
to stumble across other creatures. means the campaign becomes more social and political).

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TABLE 4-8: RANDOM DOME RELICS TABLE 4-9: RANDOM DOME MENACE
d% Dome Relics d% Dome Menace
1—30 Abandoned Gear: Could be hybrid 1—20 Poison: Toxic gas, venomous plants, poison
weapons, relics, mutated plant and ani- dust, etc.
mal goods, trade goods, etc. 21—30 Radiation: Could be low intensity over
31—50 Original Relics: Probably hidden, hard to the whole dome or high intensity in one
get to, or protected by some sort of location.
menace. Not a bad place to leave cam- 31—50 Vermin: Monstrous vermin or maybe lots
paign-altering relics, if you’re going to of little vermin. Spells like summon swarm
have any. and insect plague might work for these
51—60 Traces: Leftover hints of relics, maybe menaces.
very powerful ones, but they’re gone 51—70 Mechanical Hazard: Weak floor, electrical
now. Could be grenade craters, foot short, collapsing ceiling, elevator that low
prints left by powered armor boots, etc. ers you inexorably into a basement flooded
61—90 None: Someone else got there first. to the ceiling.
91—100 Roll Twice 71—90 None
91—100 Roll Twice

Deathbot Rampage: The explorers find a nice place. Just


about when they feel safe, deathbots strafe the place into
ruin, chasing the explorers away. The explorers trek across TABLE 4-10: CHANCE OF WILDERNESS ENCOUNTER
the wasteland to find another place, but the deathbots blow Each day (dawn to dusk) 10%
that up, too. Repeat until the deathbots blow up the explorers Each night (dusk to dawn) 15%
or the explorers find some way to take out the deathbots. Each day (or night) of travel 30%
Kook with a Gun: A crazy guy with a torc rifle. He shoots
at the players just because he’s bonkers. He yells, “I am the
King of the World! All will serve me or be destroyed.” If the
characters can trick him, or if they just get lucky, they can
peg him and get the torc rifle. When the characters attack TABLE 4-11: RANDOM WILDERNESS ENCOUNTER
the crazy coot, they probably damage the rifle, dropping it d% Encounter
from good to poor status. 1—50 Monsters. Your choice:
Land Shark: The land is criss-crossed with what look like Table 4–1: Random Mutated Critters
giant mole paths. These are the tracks of a land shark. Each Table 4–2: Random D&D Monsters
hour, there’s a 10% chance that the land shark comes by, Table 4–3: Random Omega Monsters
looking for food. Robots (1d4 spider bots or 1d2 stalkers)
Cannibal Savages: The savages retreat into the hills if 51—70 1d20 savages. See Table 4–5.
threatened. Then they call out to the others in their tribe, and 71—80 1d6+2 Cryptic Alliance members. See Table
soon others answer back. Within hours, there may be a hun- 4–4.
dred savages prowling the wilderness for the PCs. If they 81—90 Explorers. See Table 4–6.
catch the PCs, they torture them, kill them, and eat them, not 91—100 Roll Twice and Combine. Could be allies or
necessarily in that order. enemies.
Bare Patch: The explorers find a large bare patch in the
trees, where not much grows. The patch has a rectangular
shape. Underneath the bare spot is the flat ceiling of a home Haunted Laboratory: The explorers find an uninhabited
that got buried in a landslide long ago. If the characters dig dome that looks as though it’s never been taken over and
down and break through the ceiling, they find an unlooted used as a home, either for people or beasts. It has, however,
house. Giant mutated ferrets are using it as a den, so it’s been looted (if not thoroughly). Then a ghostly apparition of
musky, and the ferrets may return at any moment. In the a pure strain human attacks the group, draining life away
junk is great stuff, not all of it in great shape. with every touch. The apparition is the psychic echo of the
scientist who accidentally destroyed herself while trying to
use gear in the lab to transcend physical form. Play the
TREASURE apparition as a spectre.
The treasure that counts is relics. You can also deal
with treasures that aren’t relics but serve as trade
goods. Depending on the encounter, standard treasures
could include: everyday items of the Ancients (in more
or less good condition), animal pelts, canned (or other-
wise preserved) food, or useful tools and gear (see
Gear, page 30).

y0052d
k Chapter 3
relics
RELICS ARE THE AMAZING WEAPONS AND TOOLS THAT THE
ANCIENTS MADE BEFORE THE BOMB. IN OMEGA WORLD, YOU ’RE
NOBODY IF YOU DON ’T HAVE AT LEAST ONE RELIC.

Whenever you need to generate a relic (see Chapter 4: force field for the wearer. Runs for 1 hour on a chemical cell.
Encounters and Chapter 5: Campaigns for examples of when Does not drain power while the force field is switched off.
this might happen), roll first on Table 3-1: Random Relic Powered Utility Armor: Like shell armor, but with mechan-
Status to determine the condition of the relic to be gener- ical servos that grant the wearer a 20 Strength and a ground
ated. Then, roll on Table 3-2: Random Relics, and follow the speed of 40 ft. Runs for 100 hours on an atomic energy cell.
directions from there. Sheath Armor: Padded, reinforced, layered armor, like
modern-day riot gear.
RELIC ARMOR DESCRIPTIONS Shell Armor: Like ceramic armor, but also airtight, with air
The more complete a set of armor is, the less well it fits filter, protecting the wearer from airborne poison, radiation,
someone whose body shape deviates from the human norm. pathogens, etc. Resist cold and fire 15.
A character can use the Tech (hard) skill to adapt nonpow-
ered armor to fit an unusual shape more or less well. Doing
so with powered armor requires Tech (zap) as well. The GM TABLE 3-2: RANDOM RELICS
sets the DC according to how far the body deviates from the d% Random Relic
human form and how rigid the armor is. In either case, the 01–10 Armor. Roll on Table 3–3.
armor has a chance of being ruined; roll for failure based on 11–30 Drugs. Roll on Table 3–4.
its status (see Table 3–1: Random Relic Status). 31–50 Energy Cells. Roll on Table 3–5.
Ceramic Armor: Articulated and light, resist cold and fire 10. 51–70 Grenades. Roll on Table 3–6.
Combat Shield: A light, sturdy shield made of a high-tech 71–80 Gun. Roll on Table 3–7.
plastic, with a clear screen to see through. 81–90 Melee Weapon. Roll on Table 3–8.
Flex Armor: Reinforced jumpsuit, resist cold and fire 5. 91-100 Tools. Roll on Table 3–9.
Personal Force Field: A backpack that generates a 10-point

TABLE 3-1: RANDOM RELIC STATUS


d% Status Operating? Failure Working (d% result)
01 Hazardous* Unfortunately Oh, yeah —
02–20 Broken Busted — —
21–50 Bad Busted 90% —
51–66 Bad Working, dry 90% —
67–70 Bad Working, juiced 90% 01–40
71–72 Good Busted 40% —
73–83 Good Working, dry 40% —
84–90 Good Working, juiced 40% 41–80
91–92 Perfect Working, dry 10% —
93–100 Perfect Working, juiced 10% 81–100
* Reroll to determine apparent status.

Status: This is what “shape” the artifact is in. Unless the relic is hazardous, a character can tell its status by examining it. If the
status is Hazardous, re-roll to see what shape it looks to be in.
Operating?: If you find a random relic, this is the chance that it works. Busted means it doesn’t work. Working, dry means it works
but it doesn’t have a charged energy cell. (If it doesn’t require an energy cell, then it’s working fine.) Working, juiced means it works
and is charged (if appropriate). Unfortunately means it’s working just well enough to blow your fingers off or something.
Failure: Make this roll after an item has suffered abuse, such as being swallowed (along with its owner) by a giant frog, or if its
owner has been killed in some spectacular way. If the roll indicates failure, then the item stops working and is degraded one level in
status. It will take a Tech skill check to get the relic working again. Oh, yeah means that it will fail spectacularly at the first available
opportunity.
Working: If you already know the relic is working, and you just want to see what shape it’s in, roll on this column. For example, if
an explorer gets a random working relic, roll on this column for the relic’s status.

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TABLE 3-3: RANDOM RELIC ARMOR
Armor Force Armor Check Max
d% Armor Bonus Field Penalty Dex Type
1—20 Combat Shield +3 — –1 — shield
21—40 Flex Armor +4 — –1 +8 light
41—60 Sheath Armor +5 — –2 +7 light
61—70 Ceramic Armor +6 — –3 +5 light
71—80 Shell Armor +7 — –4 +4 medium
81—90 Powered Utility Armor +8 10 pts. –10 +8 powered
91—100 Personal Force Field — 20 pts. — — —

RELIC DRUG DESCRIPTIONS TABLE 3 5: RELIC ENERGY CELLS


Unless the GM is aiming at realism (or has a cruel streak), d% Cell Number
these drugs work on nonhumans just fine. Multiple doses of a 01–90 Chemical 1d10
drug do not have a cumulative effect, and heavy doses are 91–95 Atomic 1
bound to have side effects, some permanent. 96–100 Atomic 1d4+1
Alertness booster: A light blue pill packaged in pop-out
blisters. Lasts 4 hours. RELIC ENERGY CELL DESCRIPTIONS
Anti-radiation serum: Greenish fluid in a small, clear injec- There are only two kinds of energy cells, and all powered
tor tube. One end of the tube has a “crown” that vibrates items run on one or the other.
when activated, using sonics to painlessly inject the fluid into If the GM is aiming at realism or at hosing the PCs, how-
the recipient. Lasts 4 hours. ever, it could be that each powered item uses a unique
Anti-toxin: A pink fluid in a clear, plastic capsule. Twist energy cell. If so, instead of rolling on Table 3–5 for the type
one end of the capsule off and swallow the fluid. Lasts 4 of cell, roll as if for a random relic on Table 3–2. The energy
hours. cell found is for the relic rolled, and only works for that relic.
Haste inhaler: Red metal tube with a spout on one end. Put Reroll if you get a nonpowered relic.
the spout to your nostril and compress the tube to get a shot Atomic Energy Cell: A metal cylinder 1 foot tall and 8
of the medicine. It grants a +2 haste bonus to melee attacks, +2 inches across, weighing 200 lb. It generates a powerful
haste bonus to AC (which goes away whenever you lose your charge and powers gear for a long time. Only high-end relics
Dex bonus to AC), +30 ft. Speed (but not more than double use atomic energy cells.
your unencumbered speed), and one extra attack whenever Chemical Energy Cell: A fat metal cylinder 2 inches long.
you take the full attack action. Lasts 1 minute. Most powered items use chemical energy cells.
Immune system booster: A light green pill packaged in
pop-out blisters. Lasts 4 hours. GRENADE DESCRIPTIONS
Muscle booster: A light red pill packaged in pop-out blis- See Chapter 2: Combat & Free-Form Experience for
ters. Lasts 4 hours. grenade rules. Each grenade has two damage listings, the
Restoration fluid: A yellowish fluid in a small, clear injec- higher damage is for a direct hit, and the lower damage is for
tor tube. One end of the tube has a “crown” that vibrates everyone in the blast radius.
when activated, using sonics to painlessly inject the fluid into Black Blast: A burst like the beam from the black ray weapon.
the recipient. Blaster: A burst of energy like that from a blaster weapon.
Rubber flesh: Cans of translucent, pink goo. When packed Frag: A burst of shrapnel. Damage Reduction reduces dam-
into a wound, the goo turns into the appropriate sort of tis- age from a frag grenade.
sue, repairing damage instantly. A character can apply one Stun: A burst of energy like that from a stun gun.
dose per round. Torc: A disintegrating burst like that from a torc gun.
Sustenance pill: A large green and white pill packed with all Wave: A burst of invisible energy like that from a wave gun.
the nutrition a person needs for a day. (You still need water.)

TABLE 3-4: RELIC DRUGS


d% Medicine Doses Effect
01—30 Rubber flesh 1d6 cures 2d6 damage
31—40 Alertness booster 1d6 +4 Initiative, Spot, Listen, Search
41—50 Anti-radiation serum 1d4 suffer 5 less radiation damage per round
51—60 Anti-toxin 1d12 +10 on Fort saves versus poison
61—70 Haste inhaler 1d4 haste for 1 minute
71—80 Muscle booster 1d6 +4 Strength for 1 hour
81—90 Restoration fluid 1d10 each dose heals 1d4 ability damage
91—95 Immune system booster 1d8 +10 on Fort save vs. diseases
96—100 Sustenance pill 1d100 1 day’s nutrition in a pill

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TABLE 3-6: RELIC GRENADES
Range Burst Direct Burst
d% Grenades Increment Radius Damage Damage Weight
1—40 1d8 frag 20 ft. 30 ft. 4d6 2d6†† 2 lb.
41—70 1d4 blaster 20 ft. 20 ft. 6d6 3d6†† 2 lb.
71—80 1d6 stun 20 ft. 20 ft. 3d6§ 2d4§ 2 lb.
81—90 1d4 wave 20 ft. 20 ft. 6d6* 3d6* 2 lb.
91—95 1d3 black blast 20 ft. 10 ft. 4d6**/DC 18 2d6**/DC 13 2 lb.
96—100 1d3 torc 20 ft. 10 ft. 3d6†/DC 16 2d4†/DC 11 2 lb.
* Damage only affects robots, zap tech weapons, and force fields.
** Plus death unless the creature succeeds at a Fortitude save, DC 18 for a direct hit and DC 13 for others in the blast radius.
† Plus disintegration unless the creature (or object or force field) succeeds at a Fortitude save, DC 16 for a direct hit and DC 11 for
others in the blast radius.
†† A successful Reflex save (DC 15) reduces damage to a creature in the blast radius by half. (Creatures hit directly are not allowed a
Reflex save to reduce damage.)
§ The weapon deals subdual damage rather than normal damage.
Grenades: See descriptions, above.
Range Increment: As usual, you can throw a weapon up to 5 range increments.
Burst Radius: If you’re on a grid, center the burst on an intersection (as with a spell).
Direct Damage: A grenade deals this damage to all creatures within 5 ft.
Burst Damage: A grenade deals this damage to all creatures outside 5 ft. but within the burst radius.

RELIC GUN DESCRIPTIONS A character gains proficiency in all these weapons by tak-
All these weapons (other than the flamer and gunpowder ing the feat Relic Weapon Group Proficiency (relic ranged
gun) are powered by chemical cells. Any time you make an weapons).
attack roll with such a weapon and the roll is a natural 1, the Black Ray [pistol, rifle]: The black ray deals no damage to
energy cell has run out of juice and the attack does not go a creature protected by a force field (and no damage to the
off. Replacing an energy cell is a move-equivalent action force field). Some say that the ray is so black that you can
(and so is getting a fresh cell from your pack, or wherever see it in pitch darkness as a line of even deeper darkness.
you’ve stowed it). If an attack doesn’t require a roll, roll a die Blaster [pistol, rifle]: A blaster projects a bolt of disrupt-
anyway just to see whether the cell runs out. ing energy, damaging to living and nonliving things alike.
All guns, others than those that projects cones, are capa- Damage from a blaster is not divided by 2 when dealt to an
ble of autofire. (See Autofire on page 33.) inanimate object.

TABLE 3-7: RELIC GUNS


d% Weapon Size Damage Critical Range Weight
01–10 Blaster Pistol, Mark V Medium-size 4d6 17–20 30 ft. 2 lb.
11–20 Blaster Rifle, Mark VII Large 6d6 17–20 60 ft. 6 lb.
21–30 Gunpowder Pistol Medium-size 2d6 20/x5 30 ft. 2 lb.
31–40 Gunpowder Rifle Large 3d6 20/x5 60 ft. 6 lb.
41–50 Laser Pistol Medium-size 3d6 19–20 60 ft. 2 lb.
51–60 Laser Rifle Large 4d6 19–20 120 ft. 6 lb.
61–65 Flamer Large 4d6 fire† — 30 ft. cone 20 lb.
66–70 Sonic Pistol Medium-size 2d6 sonic — 30 ft. cone 3 lb.
71–75 Sonic Rifle Large 3d6 sonic — 30 ft. cone 6 lb.
76–80 Stun Pistol Medium-size 3d6 § 20 30 ft. 2 lb.
81–85 Stun Rifle Large 4d6 § 20 60 ft. 6 lb.
86–88 Black Ray Pistol Medium-size 4d6*/DC 18 20 30 ft. 2 lb.
89–91 Black Ray Rifle Large 6d6*/DC 20 20 60 ft. 6 lb.
92–94 Torc Rifle Large 3d6**/DC 18 20 60 ft. 6 lb.
95–97 Wave Pistol Medium-size 4d6†† — 30 ft. 2 lb.
98–100 Wave Rifle Large 6d6†† — 60 ft. 6 lb.
* Plus make a Fortitude save or die. DC for the pistol is 18. DC for the rifle is 22.
** Plus make a Fortitude save (DC 16) or be disintegrated.
† Reflex save (DC 18) for half damage.
†† Damage only affects force fields, robots, and zap tech gear.

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TABLE 3-8: RELIC MELEE WEAPONS
d% Melee Weapon Size Damage Critical Weight
01–40 Vibro blade Medium-size 3d6 18–20 2 lb.
41–70 Energy mace Large 4d6 20 5 lb.
71–90 Stun whip Medium-size 1d4§ 20 3 lb.
91–100 Laser sword Medium-size 3d6 17–20 2 lb.

Flamer [rifle only]: Tubes connect this weapon to the


backpack that fuels it. A random flamer comes with enough TABLE 3-9: RELIC TOOLS
fuel for 1d12 uses. d% Tool Cell Weight
Gunpowder [pistol, rifle]: Yes, that’s a x5 multiplier on the 01—20 Anti-grav sled atomic 600 lb.
critical. Sometimes, a bullet just hits meat, and you’re proba- 21—40 Communicators chemical 1/10 lb.
bly OK. Sometimes in spirals through your brain, and you’re 41—60 Goggles chemical 1/4 lb.
quite dead. 61—70 Bio analyzer chemical 1 lb.
A random gunpowder weapon comes with 1d100 rounds of 71—80 Solar recharger — 5 lb.
ammunition. 81—90 Sonic imager chemical 3 lb.
Laser [pistol, rifle]: A laser beam can reflect off a mirror, 91—100 Tractor wand chemical 1 lb.
striking whatever you have sighted in the mirror (if your aim
and the mirror are both good).
Sonic [pistol, rifle]: Though its range is short, a sonic RELIC MELEE WEAPON DESCRIPTIONS
weapon is a sure hit. You become proficient with all these weapons with the feat
Stun [pistol, rifle]: The beam from this weapon disrupts Relic Weapons Group Proficiency (relic melee weapons).
neural activity. It has no effect on a force field, on robots, or All these weapons are powered by chemical energy cells.
on plants. Any time you make an attack roll with such a weapon and
Torc [rifle only]: If the torc ray hits a large object, it disin- the roll is a natural 1, the energy cell has run out of juice.
tegrates a 10-foot cube. If the torc ray hits a force field, the Replacing an energy cell is a move-equivalent action (and so
creature protected makes a Fort save for the force field (a is getting a fresh cell from your pack, or wherever you’ve
d20 with no bonus). If the force field fails the save, it’s stowed it). If an attack doesn’t require a roll, roll a die any-
dropped to 0 hp strength, but it can rebuild itself normally. way just to see whether the cell runs out.
Wave [pistol, rifle]: The invisible beam from this weapon Energy Mace: A big, energized club, easy to swing, hard
damages force fields, robots, and zap tech gear, but it to withstand. Damage Reduction reduces damage from an
doesn’t harm living things or simple, inanimate objects. energy mace.
Some claim that they can feel the beam as a “sparkles” in Laser Sword: I have to call it a “laser sword,” but you
their heads, but some people will say anything. don’t have to.
Stun Whip: Like a normal whip (effectively a short-
range ranged weapon), but one that delivers an electric

RAMON PEREZ

d0039y
shock calibrated to stun living creatures. The stun has no Campaign-Changing Relic Descriptions
effect on robots. Armageddon Armor: See table 3–10: Campaign-changing
Vibro Blade: A force field shaped liked a sword. Armor. Like powered assault armor, plus a minimissile
launcher along the right arm, with 10 minimissiles.
RELIC TOOLS DESCRIPTIONS Additionally, the helmet has a built-in haste inhaler, with six
Anti-grav sled: A 10 ft. by 5 ft. flat sled that floats about charges. The armor requires 3 atomic energy cells for 100
5 ft. off the ground. It can carry up to 20 tons. hours of operation.
Bio analyzer: A handheld device with a display screen. It Bubble Car: This vaguely saucer-shaped, glossy black
analyzes the body and medical condition of anybody it’s vehicle can carry 20 passengers (or 3 tons of cargo). On
“pointed” at (out to a range of a yard). One needs Tech anti-grav propulsion, it can fly anywhere, even to outer
(med), knowledge of the Ancient tongue, and literacy to space or to the bottom of the ocean. It has a 200 point force
interpret the results. The analyzer reveals illness, poisons, field for emergencies. It runs on solar energy (and must be in
injuries, radiation poisoning, etc. Results when used to ana- the sun for at least 10 hours every three days). But it has an
lyze nonhumans (and especially nonmammals and inverte- atomic energy cell for emergency use (12 hours). Maximum
brates) are uncertain. speed: Mach 10.
Communicators: Small, handheld devices that transmit Jet-cycle: A motorcycle with jet assists for high ground
sound, images, and text to each other. They can be set to a speed (200 mph) and jet propulsion for full on flight (400
variety of frequencies. Usually come in pairs. mph). Carries one driver and one passenger. Military ver-
Goggles: Grant low-light vision, darkvision (60 ft.), flash sions are outfitted with force fields (50 points) and
protection, tinting in response to bright light, short-range 6 minimissiles.
magnification, and long-range telescopic vision. Life Ray: This miraculous device can sometimes restore
Solar recharger: Recharges chemical cells 1/day. the dead to life. It has a chance to raise someone only within
Sonic imager: A flat, slightly flexible tile 1 foot across, 24 hours of death. The base chance is 50%. If death was rel-
with a display screen. Put it up to a solid surface, and it dis- atively kind to the corpse (such as asphyxiation), the chance
plays images of the object’s internal structure. Adjusting is 75%. If the death was relatively damaging (such as a frag
scale, depth, and angle allows one to display a rough repre- grenade), the chance is 25%. If there’s really nothing left to
sentation of rooms on the other sides of walls or a be brought back (such as blown to bits or disintegrated), then
machine’s inner workings. Probing explosives with sonic there’s no chance.
imaging vibrations is a tricky task best left to characters Minimissile: A minimissile is a foot-long, self-propelled
with wicked defects. missile, shot from a launcher like a grenade-like missile (range
Tractor wand: Sends a tractor beam that holds and lifts increment 500 ft., scatter 1d6 per 500 ft.). The minimissile
things with the equivalent of 20 Strength. Works out to 30 ft. deals 10d6 on a direct hit, or 5d6 to everyone in the burst
range. A Reflex save (DC 20) allows a target to wriggle free area (50 ft. radius). Using the minimissile requires the Relic
when the beam first tries to grab hold. After that, it’s Weapons Group Proficiency (relic heavy weapons) feat.
Strength versus Strength. If the victim has to struggle with- Powered Defender Armor: See table 3–10: Campaign-
out anything to grab onto or a surface to push off against changing Armor. Similar to powered utility armor, but with
(like if they’re up in the air), their Strength check is at –5. flight capability.
The tractor beam can’t “manipulate” anything, just push and Powered Assault Armor: See table 3–10: Campaign-chang-
pull it around. ing Armor. Like powered utility armor, but with flight capabil-
ity, a laser weapon in each forefinger (treat as a pistol that
CAMPAIGN-CHANGING RELICS doesn’t need a separate chemical cell), and a grenade
These are rare, not because they’re too powerful, but launcher with 20 grenades (roll randomly for type). In the
because they work against party cooperation. If one charac- launcher, a grenade has a range increment of 50 ft. (and
ter in the party (and only one) gets armageddon armor, then only scatters 1d6 ft. per 50 ft.) Using the grenade launcher
that character is home free in any encounter that the other properly requires the Relic Weapons Group Proficiency (relic
explorers can handle, and the other characters are toast in heavy weapons) feat. The helmet’s visor has all the visual
any encounter that threatens the character in armor. Don’t capabilities of relic goggles. The armor requires 2 atomic
bring out this stuff until there are enough relics in the party energy cells for 100 hours of operation.
that these relics don’t dominate. (But don’t wait until they’re
uninteresting, either.)

TABLE 3-10: CAMPAIGN-CHANGING ARMOR


Armor
Armor Force Check Max
Armor Bonus Field Penalty Dex Str Speed Type
Powered Defender +10 50 pts. –10 +8 24 40 ft., fly 60 ft. (average) powered
Powered Assault +9 30 pts. –10 +8 26 40 ft., fly 100 ft. (avg.) powered
Armageddon +12 50 pts. –10 +8 28 40 ft., fly 100 ft. (avg.) powered

y0040d
p Chapter 2
Combat and
Freeform experience
SURVIVING THE POST-BOMB LANDSCAPE REQUIRES UNDER-
STANDING A FEW MINOR RULES DIFFERENCES BETWEEN
OMEGA WORLD AND DUNGEONS & DRAGONS.

Relic Weapons protection (total) against relic attacks (but not less than 0
in Combat points of protection).
Use these rules for relic weapons in combat.
RELIC WEAPONS AND ATTACKS OF
RELIC WEAPONS AND ARMOR OPPORTUNITY
Normal armor is not very effective against relic weapons. Firing a gun does not draw an attack of opportunity, as using
How Relic Weapons and Armor Work: Against regular an archaic ranged weapon does.
attacks, Narms’s Dex and half-metal armor give him an AC Throwing a grenade does draw an attack of opportunity.
of 17. Against relic attacks, however, it’s only 12. Leonard,
wearing flex armor, has an AC of 15, even against relic THROWING GRENADES
attacks. Grenades are grenade-like weapons. (You probably already
Relic Armor Class: Relic weapons blow right through most had that figured out.)
regular and natural armor. Normal armor is weaker against Since Omega World is a dangerous place, and Omega
relic attacks than against normal attacks. Relic armor, on the World grenades have really big “splash” areas, grenades fall
other hand, was built to withstand relic weapons, and it func- further from their mark than in D&D. When rolling for dis-
tions normally against them. tance for a scattering grenade, the distance from the mark is
Relic weapons ignore the first 5 points of non-relic 1d6 per 20 ft. the grenade was thrown (1d6 per range incre-
armor. Against a relic weapon, a creature has a special ment), with a minimum of 1d6 ft.
armor class, called the relic armor class, “RAC.” This is 5 less For example, Kokbuk throws a grenade 50 ft. and
than the creature’s normal AC, but not less than the crea- misses. The player rolls 2d6 and gets 9, so the grenade
ture’s touch AC. lands 9 feet away.
Another way to think of it is that a creature’s natural
armor, artificial armor, and shield are worth 5 points less Reserve Points
Each character has a
reserves score, repre-
senting their capacity to
recover quickly from
injury. Characters use
reserves to replenish lost
hit points. Thus, charac-
ters may be wounded and
near death by the end of
a fight but then recover
to full strength (or nearly
full strength) before the
next fight begins. Still,
they can’t take a beating
over and over again with-
out depleting their capac-
ity to recover. Reserve
points effectively double
the number of hit points a
character can lose over
the course of multiple
fights but do not increase
the amount of damage a
character can withstand
in a single fight.

TOM FOWLER

y00032d
TOM FOWLER

How Reserve Points Work: Narms has 22 hit points, so he mally (at the standard rate of 1 per character level per hour).
also has 22 reserve points. In a battle with psychic rats, he Replenishing Reserve Points and Hit Points: For healing,
suffers 6 damage, dropping his hit points to 16. After the treat hit points and reserve points interchangeably. Healing
fight (over the course of 6 minutes), his reserve points increases the hit points score up to the baseline score, and
“convert” to hit points. His new hit points score is 22, and his excess healing restores reserve points. Since characters
new reserve score is 16. During the next fight, he suffers 24 effectively have twice as many hit points as in the D&D game,
damage, drops to –2, bleeds for five rounds, and finally stabi- healing is twice as fast: 2 points per Hit Die per day of rest.
lizes at –7. Over the next 16 minutes, his last 16 reserve Constitution Bonus and Reserves: Changes in your Con
points convert to hit points. After the first 7 minutes he’s bonus affect reserves just as they affect hit points. If your
conscious but disabled (0 hp). After the 8th minute, he’s back Con goes up or down, your reserves go up and down, just
on his feet (1 hp), and after all 16 minutes he’s up to 9 hit as your hit points do. If your reserves drop below 0, the
points and 0 reserves. excess damage is hit point damage.
Narms gets a day of rest. He gets 6 hit points back (dou- For example, Kokbuk has been knocked around today, and
ble his level), so he’s up to 15 hp. Another day gives him 6 now he gets poisoned. His hit points were at full, 28, but his
more: 21 hp. (He’s still at 0 reserves. If he regained any reserves were down to 5. The poison deals 7 Con damage,
reserves, they’d just convert to hit points anyway.) After the dropping his Con modifier from +2 to –1. He loses 3 points
third day of rest, Narms has full hit points (22) and 5 reserve off each of his 3 Hit Dice, so his hit points and his reserves
points (the rest of the day’s 6 points of healing). In another each drop 9 points. His hit points drop to 19, and his
three days, his reserves will be back at full, too. reserves drop to –4. The excess loss in reserves comes off
Reserve Points Score: A character’s reserves score hit points, so his final statistics are 15 hp and 0 reserves,
equals their baseline hit points. A character with 17 hit points, representing a total of 18 points of damage.
for example, has 17 reserve points as well. Vitality Points: Reserves are like vitality points in the Star
Reserve points automatically convert to hit points at the Wars RPG in that they’re a system to allow characters to
rate of 1 per minute of non-strenuous activity (such as hik- recover quickly from wounds. But they do not work the
ing, but not climbing, swimming, or fighting). For each hit same way. You don’t, for example, take damage to your
point gained in this way, the character also reduces subdual reserves first, so get that out of your head.
damage (if any) by 1. If the character has only subdual dam-
age, they can convert reserve points to reduce subdual dam- Autofire
age at the rate of 1 per minute (representing pushing Most relic guns have autofire capability, meaning you can
oneself), or they can let the subdual damage recover nor- fire multiple times in a round.

d00033y
defender. (This time, it’s a normal attack roll, not a touch
attack.) If the attack didn’t require an attack roll (such as
TABLE 2-1: MULTIPLE AUTOFIRE ATTACKS damage from a sonic gun), then it deals excess damage to
Extra Normal With the defender without needing to make the attack roll.
Attacks Penalty Multifire If there’s a save for reduced damage (as with a frag
one –4 –2 grenade), then the character makes the save and determines
two –6 –4 how much damage is coming in before the damage is applied
three* –8 –6 to the force field.
*Only possible if you have the Rapid Shot feat. Force Fields and Special Attacks: The force field negates
Extra Attacks: How many extra attacks the character makes kinetic energy (thus absorbing damage from melee weapons
as part of a full attack. or falls from great heights), as well as coherent light (lasers),
Normal Penalty: Apply this penalty to all shots for the round. disintegrators, black rays, blasters, cold, fire, electricity, and
With Multifire: Apply this penalty instead if the character has sonics. (Cold is not an energy, but the force field protects
the Multifire feat. against heat moving out as well as heat moving in.) Since
acid isn’t an energy in the science fiction sense, just a liquid,
it does no more damage to a force field than the same
With an autofire weapon, you may use the full attack amount of water would. Likewise, black rays are negated by
option and fire one or two extra times. If you fire one extra force fields without damaging the field. Disintegrators, how-
time, all your shots (including the first) until your next action ever, can disintegrate force fields as if they were objects; the
are at –4 (unless you have the Multishot feat, in which case force field’s save is at +0.
they are all at –2). If you fire two extra times, all your shots Rebuilding Force Fields: Each time the force field negates
(including the first) until your next action are at –6 (unless energy, the lattice or pattern of energy suffers damage and
you have the Multishot feat, in which case they are all at –4). breaks apart a little bit. Eventually, the damage accumulates
In addition to those attacks, you can also use Rapid Shot and shuts the force field down. A damaged or shut down
(if you have it) to gain one additional shot, with an additional force field can rebuild itself, but at the slow rate of 1 point
–2 penalty on all shots. per minute (not much help in combat). A force field shut
down by a disintegrator rebuilds itself normally from 0.
It takes 1 minute per hit point to power a force field up
Psychic Attacks (the same rate as “rebuilding” a damaged force field, since
Any creature with a psychic attack can gain ranks in the powering it up and rebuilding it are basically the same thing).
Psychic Attack skill (which uses a Cha modifier), but you have Switching Force Fields Off: A force field can be “switched
to take it as a class skill if you don’t want to pay two for one. off.” While off, it has no effect. It can be switched back on
The attacker’s skill check result is the defender’s Will save DC. again, at the strength it had when it was switched off. (This
Psychic attacks usually have “one living creature” as their option is used mostly for force field doors and walls.)
target (as for a spell), and using a psychic attack is a stan- Stacking Force Fields: Two force fields can’t “fit” in the
dard action. Using a psychic attack (or a psychic power gen- same space, even if one of them is “switched off.” A
erally), does not draw attacks of opportunity. “switched off” force field still occupies the space; it just
doesn’t interact with incoming force.
Force Fields
A force field is an imperceptible pattern of energy. Under Radiation
certain conditions, it suddenly “manifests” as a force that Radiation deals Con damage. The amount of Con damage
negates incoming energy. (This looks like a crackling, blue- depends on the radiation’s intensity. Theoretically, radiation
white “snowflake” or “burst” that appears where the energy can be of any intensity, but these four levels of intensity are
strikes the field. The “burst” makes a crackling sound and standard.
lasts an instant.)
How Force Fields Work: Tim powers up his 7-point force TABLE 2-2: RADIATION INTENSITY
field. It takes 7 minutes to get the force field from 0 to 7 hit Intensity Glow Con Damage
points in strength. He gets into battle and suffers 5 damage, Trace None 1d6 per day
which comes off the force field, dropping it to 2. (Attacks Cool Faint 1d6 per hour
against Tim are touch attacks, since his armor is beneath the Warm Dim 1d6 per minute
force field.) Over the next 3 minutes, the force field rebuilds Hot Bright 1d6 per round
itself to 5 points, and then Tim is attacked again. An ark’s
club deals 14 damage to him. The first 5 come off the force A faint glow is only visible in darkness. A dim glow can cast
field. The ark makes a second attack roll for the remaining 9 pale shadows. A bright glow hurts the eyes.
points and misses, so the extra damage is lost. For each point of Con damage that a creature suffers
Attacks: Attacks against a force field are touch attacks, as from radiation, there’s a 10% chance that the creature also
the blow does not have to penetrate the defender’s armor in develops a mutation or defect. Roll for each point sepa-
order to damage the force field. rately; don’t combine them into a single roll over 10%. If
If the force field runs out of hit points and there’s more you’re due for some radiation-fueled change, roll on Table
damage coming in from the attack, the attacker may make 2-3: Random Permanent Change to determine if you’ll be
another attack roll to deal the remaining damage to the getting better or worse.

y00034d
If a creature rolls “stock mutation”
as a result of radiation, treat that as the Free-Form
“Resist Radiation” mutation. Some
mutants, when exposed to radiation, Experience
develop resistance to it. You can use the standard XP system presented in the Player’s Handbook to deter-
mine when an Omega World character deserves to gain a level. Free-form experi-
TABLE 2-3: RANDOM ence, however, is easier to handle and better represents experience for various
PERMANENT CHANGE non-combat encounters.
d% Permanent Change At the end of each session, the GM assigns XP based on how the explorers
01–30 Roll a random mutation interacted with the creatures, NPCs, and hazards of Omega World. Everyone in the
31–100 Roll a random defect party gets that number of XP for the session.
Explorers earn XP by exploring, not by winning. As you can see on Table 2-4:
Poison Experience Awards, you can learn as much from failure as from success.
The DCs for a poison’s secondary dam- (Actually, those that survive learn as much from failure as from success.)
age is +5 higher than the normal DC. Some GMs like to give a separate award for each character based on how
This rule represents how the effects of much that character accomplished. The problem with that system is that it too
poison usually increase over time. It often rewards a player for hogging the action instead of working with the other
also makes poisons scarier. players as a teammate.
GMs, see Pacing in Chapter 5: Campaigns.

TABLE 2-4: EXPERIENCE AWARDS


Actions XP Award Example
Nothing Happened 0 XP Explorers huddle in cave hoping nothing finds them, and nothing does.
Nothing ventured, nothing gained.
Mediocre Adventuring 500 XP Explorers look around but avoid encounters, skirt ruins, hide from passing
savages, etc.
Standard Adventuring 2,000 XP Explorers look around, mess with relics, search ruins, taste-test mutated
fruit, fight voracious giant ladybugs, establish nonviolent contact with sav-
ages, find clues to the whereabouts of a cryptic alliance, etc.
Spectacular Failure 5,000 XP Explorers provoke a deathbot attack that destroys a friendly village, kills
half of them, and sends the rest fleeing in all directions without their gear.
Spectacular Success 5,000 XP Explorers lure a deathbot into a trap and destroy it.

MIKAEL NOGUCHI

d00035y
h Chapter 1
Characters
YOU PLAY AN “EXPLORER.” EXPLORERS MIGHT BE PURE
STRAIN HUMANS, MUTATED HUMANS, OR MUTATED ANIMALS.
THEY BEGIN THEIR CAREERS WITH RUDIMENTARY GEAR AND
RUDIMENTARY KNOWLEDGE OF THE WORLD. IF THEY’RE LUCKY,
THEY GAIN EXPERIENCE, POWER, KNOWLEDGE, AND HIGH-TECH
“RELICS.” IF THEY’RE UNLUCKY THEY GET BLASTED TO
NOTHINGNESS BY TORC GRENADES OR HAVE THEIR LEGS
CHEWED OFF BY GIANT LADYBUGS.
Character
Background Your GM may have a special campaign starting point that
While each explorer’s life story is unique, you can figure that changes these defaults.
the typical explorer. . .
. . . grew up in a stable tribe or village, but left that com- Creating a Character
munity behind (often because it got nuked by rampaging 1. Choose to be either a pure-strain human or a mutant (of
supremacist deathbots). random mutant stock).
. . . has heard stories about the Golden Age before the 2. If you’re a mutant, roll for your mutant stock (Table 1—1).
Bomb and knows that we all live in an age of suffering and 3. If you’re a mutant, roll on Table 1–3: Random Mutations until:
destruction. a. You don’t want to roll anymore, or
. . . has heard stories of armies of robots out to kill all liv- b. The total value of your mutations exceeds 10.
ing things, of peaceful lands where people of all kinds live 4. If you have any mutations, roll on Table 1–4: Random
together in harmony and prosperity, and of hidden relics that Defects until the total value of your defects exceeds the total
will give whoever finds them godlike power. value of your mutations.
. . . knows what a gun is and generally how it works but
has never fired one. TABLE 1-1: RANDOM MUTANT STOCK
. . . can’t read or write, but understands that the Ancients Mutant Starting
captured their speech in mysterious marks that some people d% Stock ECL Class Level
today can still decipher. 01–35 Human +1 3rd
. . . knows vaguely what’s north, south, east, and west of 36–60 Hairy +2 2nd
wherever the campaign starts. 61–80 Clicky +2 2nd
. . . thinks the world is flat and that the stars are little 81–100 Scaly +2 2nd
lights way up in the air. ECL: Effective character level. For purposes of XP, the
. . . has occasionally met strange and wonderful travelers mutant is 1 or 2 levels above its actual level.
from distant lands.

TABLE 1-2: MUTANT STOCK STATISTICS


Mutated
Human Clicky Hairy Scaly
Abilities Normal –2 Dex +2 Dex +2 Str
+6 Con +2 Con –2 Int
–4 Int –2 Int –2 Cha
–4 Cha
Speed 30 ft. 30 ft. 40 ft. 30 ft.
Climb 5 ft.
Size Medium-size Medium-size Medium-size Medium-size
Stock Mutations None Exoskeleton Fur Claws
Scent Low-light vision Scales
Tremorsense Tail
Random 01–40 Brain Bite 01–40 Heightened 01–40 Rage 01–30 Poison Bite
Stock Mutations 41–70 Force Field Intelligence 41–70 Great Reserves 31–60 Regeneration
71–100 Energy Drain 41–70 Poison Bite 71–100 Haste Self 61–80 Chameleon Skin
71–100 Blindsight 81–100 Immunity—Poison

Stock Defect Smaller Crude Hands Heightened Metabolism Poor Respiratory System
ECL +1 +2 +2 +2
Starting Class Level 3rd 2nd 2nd 2nd

y0016d
CHARISMA AS PSYCHE
In Omega World, think of Charisma as “Psyche.” It repre-
sents the character’s inner power. That’s why psychic
attacks are based on it.

5. Roll abilities (organic method from the DMG). Add +1 to


one ability score if you’re a pure strain human (because your
character level is 4).
6. Determine skills, feats, and hit points, as a 4th-level
character with the explorer class (see page 28).
7. Choose basic gear and roll for special gear.

Character Stock
For your character’s stock (“race”), choose either to be a
pure-strain human or to roll on Table 1–1: Random
Mutant Stock. Stock traits for mutants are summa-
rized on Table 1–2: Mutant Stock Statistics.
Unless defects prevent it, a mutated human,
clicky, hairy, or scaly can use gear as a human can.

PURE-STRAIN HUMAN
These are humans as we know and love them,
without mutations or defects. Pure-strain humans
don’t have the advantageous mutations of the
mutants, but they are adept with high-tech
devices.
In addition to their standard benefits of being
a human (bonus feat and bonus skill points), a
pure-strain human can take tech skills as class skills.
Pure-strain humans (along with mutated humans) are
smarter than clickies, hairies, and scalies.
Pure-strain humans represent the ideal human form,
and mutants regard them with awe and envy. At least
that’s what pure strain humans tell themselves.
For reasons lost in the mists of history, pure-
strain males are known as “adams” and females are
known as “eves.”

MUTATED HUMAN
Mutated humans are more or less human-looking, depend-
ing on their mutations. Some regard the pure-strain human
form as an ideal, while others reject it as outdated.
Mutated humans do not have the standard human benefits.
Mutated humans (along with pure-strain humans) are
smarter than clickies, hairies, and scalies.
Some mutated humans regard themselves as the next
step in human evolution, and figure it’s only a matter of
time until people like them are the new dominant
species across the globe.

CLICKY
“Clickies” are mutated, vaguely humanoid arthro-
pods, mostly beetles (because arthropods are mostly
beetles). Clickies do not have strong social instincts, but they
work with each other and with other creatures for practical
reasons. Others trust them, figuring they’re too stupid to RAMON PEREZ
trick anyone.
Their larvae are not sentient.

d0017y
TABLE 1-3: RANDOM MUTATIONS

d% Mutation Summary Value


1 Amazing Fortitude +10 on Fortitude saving throws 1
2 Amazing Reflex +10 on Reflex saving throws 1
3 Amazing Will +10 on Will saving throws 1
4 Blindsense Pinpoint (but don’t “see”) creatures within 30 ft. 1
5 Chameleon Skin +20 Hide (when not wearing armor) 1
6 Climbing Hooks 10 ft. climb speed 1
7 Double Healing Recover from damage at double speed 1
8 Fleet Feet +10 ft. Speed 1
9 Immunity Poison Immune to poison 1
10 Immunity Psychic Immune to psychic effects 1
11 Keen Ears +20 Listen 1
12 Keen Eyes +20 Spot 1
13 Keen Nose Scent 1
14 Low-light Vision Low-light vision 1
15 Padded Feet +10 Move Silently 1
16 Resist Radiation Negate 12 radiation damage per day 1
17 Swimmer 5 ft. swim 1
18 Tail +4 Balance, Jump, Swim 1
19 Tentacles Improved Grab 1
20 Tremorsense 30 ft. 1
21 Uncanny Dodge As 5th-level barbarian 1
22 Blindsight 10 ft. 2
23—24 Claws Natural weapon, counts as armed, 1d6 damage 2
25 Darkvision 60 ft. 2
26 Dual Brain +2 Int, Wis, Cha; two Will saves 2
27 Empathy Sense others’ feelings 2
28—29 Fur +2 natural armor, cold resistance 5 2
30—31 Horns 2d4 damage, double damage on a charge 2
32 Leech Damage Touch, remove 1d6 damage from target creature and suffer
that much damage yourself 2
33 Overpowering Stench Adjacent creatures suffer –2 attacks, checks 2
34 Quills Extra attack (no penalty) for 1d6 damage when grappling 2
35 Spring Legs +10 ft. Speed, +30 Jump 2
36 Tougher +2 hp/HD 2
38 Acidic Bite 1d6 bite + 1d6 acid 3
39 Carapace + 6 natural armor, –2 Dex 3
40 Great Reserves Reserves = double hit points (instead of = hit points) 3
41 Haste Self 6 rounds/day 3
42 Heightened Charisma +10 to Charisma 3
43 Heightened Intelligence +10 to Intelligence 3
44—45 Pincers 2 pincers, 1d6 damage, hit with both = bonus damage 3
46—47 Regeneration Convert 5 reserve points to hit points
each round as an automatic action 3
48—49 Scales +3 natural armor 3
50 Shaper Alter self, 10 minutes, does not affect clothing, etc.; 1/day 3
51 Telepathy Read and speak to others’ minds 3
52 Force Field 10 points 4
53 Heightened Wisdom +10 to Wisdom 4
54—55 Light Warp Disturb light (as blur) for 5 rounds, 3/day 4
56—57 Lightning Touch Touch attack for 6d6 electrical damage, once per day 4
58 Psychic Double You’re comatose, your double is incorporeal, 10 minutes, 1/day 4
59—60 Psychic Healing Cure 2d6, 6d6/day 4
61—62 Rage Barbarian rage, 1/day 4
63 Dimension Slip Go ethereal for 6 rounds, 1/day 5
64 Extra Arm 1 extra one-handed attack (no penalty) or shield 5
65 Levitate Self Self only, 3/day 5
66—67 Poison Bite 1d6 damage + poison 5
68—69 Telekinesis As spell, caster level 5, 3/day 5

y0018d
TABLE 1-3: RANDOM MUTATIONS (CONTINUED)

d% Mutation Summary Value


70 Time Slip Disappear for up to 5 rounds, then two of you appear
for that many rounds, at the end of which one of them
(randomly) disappears 5
71 Wings 6 rounds per hour 5
72—73 Brain Bite Psychic attack vs. Will, 2d4 damage, close range 6
74—75 Cryogenesis Psychic attack vs. Will, 1d6 cold damage 6
76 Displacement As spell, 5 rounds, 3/day 6
77 Exoskeleton +5 natural armor 6
78 Heightened Constitution +10 to Constitution 6
79 Heightened Dexterity +10 to Dexterity 6
80 Heightened Strength +10 to Strength 6
81 Life Leech Deal 1d6 damage to all within 30 ft., gain
that damage as temporary hit points, 1/day 6
82—83 Bigger 1 size category 7
84—85 Energy Drain Energy drain, touch, psychic attack vs. Will save,
gain 5 hp/success, 6/day 7
86 Leech Strength Touch attack, deal 1d4 points of Strength damage and gain a
bonus to your own Strength (but multiple boosts don’t stack) 7
87 Extra Arms 1 extra two-handed attack or 1 extra one-handed attack + shield 8
88 Light Slip Invisible for 5 rounds, 1/day 8
89—90 Sonic Blast 30 ft. cone, 1d6 sonic damage, no save 8
91—100 Stock Mutation See Table 1-2: Mutant Stock Statistics —

HAIRY each hour (1 die in 4 hours, a second die after 3 more


“Hairies” are mutated, humanoid mammals, such as bears, hours, etc.).
dogs, wolves, raccoons, and cats. Some love being part of a
“pack,” while others are loners. VARYING VALUES
GMs should feel free to vary the values of the mutations and
SCALY defects to fit how powerful they are in their campaigns.
“Scalies” are mutated, humanoid reptiles, mostly lizards. Their Different GM styles and house rules can make them more or
social instincts are weak, but they can learn to have affec- less powerful. For example, Telepathy is great in a political
tion for companions who are good to them. campaign but sucks in a campaign about a climactic war
against silicon life.
Mutations
To determine a mutant’s mutations, roll d% on Table 1—3: DAMAGE AND SIZE
Random Mutations. Each mutation has a value. If the total Damage for attacks varies with size. This is true for physi-
value of all the mutations you’ve rolled so far is 10 or less, cal and mental attacks. A mutant rat (Tiny) with Brain Bite,
you can roll for another mutation, or stop rolling mutations for example, only deals 1d4 damage with it instead of the
and move on. If the total value of all the mutations you’ve standard 2d4.
already rolled is 11 or more, you have to stop rolling muta-
tions. When you stop, move on to Table 1—4: Random Defects. MUTATION DESCRIPTIONS
In general, mutations stack, so you can have fur (+2 natu- Mutations are listed in alphabetical order.
ral armor) over your exoskeleton (+5 natural armor) for +7
natural armor. Lucky mutant. But the GM can limit or disallow Acidic Bite
abusive stacking. If you rolled Acidic Bite twice in my cam- Natural weapon deals 1d6 damage + 1d6 acid damage. The
paign, I’d double the acid damage but I’d only increase the bite character can bite in addition to making other attacks, but in
damage one “size step,” from 1d6 to 2d4. that case all attacks for the round are at –2.
Most activated special abilities, such as Light Slip, are free Feat: +1 acid damage, repeatable
actions. Value: 3

LIMITED USES PER DAY Amazing SAVE


If a mutation has a limited number of uses (or dice) per +10 on saves of the listed type.
day, the ability to use the mutation returns over 24 hours. Feat: +2 save, repeatable
Each use (or die) returns in a fraction of 24 hours. Value: 1
For example, a mutant has Psychic Healing (6 dice/day),
and uses the Superior Mutation feat to raise its capacity to Bigger
7 dice/day. If the mutant uses up some of its healing The mutant is one size category larger. For a Medium-size
capacity, the capacity returns at the rate of 7/24 of a die creature, apply these bonuses: +8 Str, –2 Dex, +4 Con, +2

d0019y
natural armor, –1 size modifier to AC and attack bonuses. For Climbing Hooks
other sizes, see the Monster Manual. The mutant has hooks that make climbing certain, if not fast.
Mutations that have damage dice and other dice related to It has a climb speed of 10 ft. (or +10 ft., if it already has a
hit points are increased. Use the damages listed for weapons climb speed). See climb speed in the Monster Manual. The
of different sizes on Table 1–8: Omega Weapons to determine mutant’s free Climb ranks are 1/Hit Die.
how the dice increase. For example, Psychic Healing heals Feat: +5 ft. climb speed (not more than normal speed)
2d6 damage. For a Large mutant, it would heal 3d6 damage. Value: 1
(You can see on Table 1–8 that 3d6 is one step above 2d6.)
The mutant’s Cryogenesis [Psychic]
speed goes up. If Base New Encumbered As a standard action, the mutant psychically slows the mole-
the mutant also has Speed Speed Speed cules in a small space, about the size of a soccer ball. Used
mutations or 20 ft. 30 ft. 20 ft. as an attack, it deals 1d6 damage. Range: 30 ft. The target’s
defects that affect 30 ft. 45 ft. 30 ft. Will save (versus the mutant’s Psychic Attack check) negates.
its speed, apply 40 ft. 60 ft. 40 ft. Uses: 1/round
those modifications Feat: +1 damage
before adjusting the speed for being bigger. Value: 6
The mutant can use bigger weapons, as normal for a
creature of its new size. Darkvision
Feat: — Darkvision, 60 ft. range.
Value: 7 Feat: +20 ft. range
Value: 2
Blindsense
Like a weak form of blindsight, Blindsense lets a mutant know Dimension Slip
the locations of creatures within 30 ft. regardless of darkness, As a free action, the mutant can become ethereal (as with
fog, invisibility, etc. (though it’s blocked by solid obstacles). ethereal jaunt). The state lasts up to 6 rounds and can be
Feat: +30 ft. range dismissed as a free action.
Value: 1 Uses: 6 rounds/day
Feat: +2 rounds/day, repeatable
Blindsight Value: 5
Blindsight, 10 ft. range.
Feat: +10 ft. range Displacement
Value: 2 As displacement spell, activate as a free action, lasts 5
rounds.
Brain Bite [Psychic] Uses: 3/day
As a standard action, the mutant projects harmful psychic Feat: +1 use/day, repeatable
energy into the brain of its target. The “brain bite” deals 2d4 Value: 6
damage to a nearby living creature. Range: 30 ft. The target’s
Will save (versus the mutant’s Psychic Attack check) negates. Double Healing
Uses: 1/round The mutant’s healing rate is double normal: four times its Hit
Feat: +1 damage Dice per day.
Value: 6 Feat: +4 points healed per day
Value: 1
Carapace
+6 natural armor, –2 Dex. Dual Brain
Feat: — The mutant has a second brain (but not necessarily a second
Value: 3 head). It gets +2 Int, +2 Wis, and +2 Cha. It gets two Will
saves when it would normally get one, and it uses the better
Chameleon Skin result. (A 1 on a single such save is not automatically a fail-
+20 Hide when not wearing armor or more than a little ure, but a 1 on both is.)
clothing. Feat: —
Feat: +2 Hide, repeatable Value: 2
Value: 1
Empathy [Psychic]
Claws The mutant can sense others’ brain waves within 30 ft., pick-
Each claw deals 1d6 damage, and the character can flurry as ing up the presence of minds and their basic emotional states
a monk when attacking with them. The claws are natural (but not their thoughts). Using the mutation is automatic.
weapons, so the character is always considered armed. Feat: +10 ft. range, repeatable
Feat: — Value: 2
Value: 2
Energy Drain [Psychic]
The mutant drains the life energy from those it touches. This

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touch attack is equivalent to an undead energy drain, draining
1 level with each attack. The mutant gains 5 temporary hit
points per successful drain.
The victim’s Will save (versus the mutant’s Psychic Attack
check) negates.
Remember: The temporary hit points from energy drain
stack with each other.
Some people say that a person completely drained of life
dies but then returns from the grave as an “undead” crea-
ture, itself capable of draining life from other living things.
Of course, you can’t believe everything you hear.
Uses: 6/day
Feat: +1 use per day
Value: 7

Exoskeleton
+5 natural armor.
Feat: —
Value: 6

Extra Arm
Each round, the mutant gets one extra one-handed
attack. Alternatively, it can use a shield in that extra
hand, for an extra shield bonus to AC.
Feat: —
Value: 5

Extra Arms
Each round, the mutant gets either one extra two-handed
attack or an extra one-handed attack plus the ability to
use an extra shield.
Feat: —
Value: 8

Fleet Feet
+10 ft. base speed.
If the mutant is larger or smaller than Medium-size, add
the +10 ft. before applying the proportion for size category.
Feat: —
Value: 1

Force Field [Psychic] Fine 2 points


The mutant can gener- Diminutive 3 points
ate a 10-point force Tiny 5 points
field around its body. Small 7 points
The mutant must be Medium-size 10 points
conscious for the force Large 15 points
field to be active. Huge 20 points
If the mutant is Gargantuan 30 points
smaller or larger than Colossal 40 points
Medium-size, its force
field strength is different (as is standard for mutations
that have to do with hit points and damage).
See Force Fields in Chapter 2: Combat.
Feat: +2 points, repeatable
Value: 4

Fur RAMON PEREZ


+2 natural armor, cold resistance 5.
Feat: —
Value: 2

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Great Reserves Leech Damage
Reserves is double your hit point score (instead of your hit As a standard action, remove 1d6 points of damage from the
point score). Your healing rate does not change. If your Con touched subject. The mutant then suffers the amount of dam-
modifier changes, your reserves go up or down twice as age healed. Damage is restored first to hit points and then to
much as normal. reserve points. Damage is suffered as hit points (even if it
Feat: +5 reserve points restores reserve points).
Value: 3 Uses: 1/round
Feat: +1d6 points of damage leeched
Haste Self Value: 2
You speed yourself up. Since activating Haste Self is a free
action, you benefit from it on the same round you start it. Leech Strength
You gain the following benefits while hasted: With a touch attack, the mutant can deal 1d4 Strength dam-
+30 ft. unencumbered speed (but not more than double age to another living creature. The mutant gains an enhance-
your unencumbered speed). ment bonus to Strength of the same amount. Multiple
+2 haste bonus to melee attack rolls (not ranged attack rolls). bonuses to Strength don’t stack; only the biggest one counts.
+2 haste bonus to AC (which you lose if you would lose Feat: —
your Dex bonus to AC). Value: 7
1 extra physical attack at your normal attack bonus
each turn. Levitate Self [Psychic]
Uses: 6 rounds/day As a free action, the mutant can psychically lift itself into the
Feat: +2 rounds/day air. It works like the spell levitate, but with personal range.
Value: 3 Caster level = 5th.
Uses: 3/day
Heightened ABILITY Feat: +1 use per day
+10 to the named ability score. Value: 5
If a creature with 1 or 2 Int gets +10 Int, give the mutant
1d12+2 Int instead. Life Leech [Psychic]
Feat: — As a standard action, the mutant drains vital energy from liv-
Value: Strength 6 ing things within 30 feet, friend and foe alike. Use a single die
Dexterity 6 roll for damage and a single Psychic Attack check for the DC
Constitution 6 of the saving throw. Those who fail the saving throw suffer
Intelligence 3 1d6 points of damage. The mutant gains as many temporary
Wisdom 4 hit points as it deals to the other creatures put together.
Charisma 3 Temporary hit points from multiple uses of Life Leech do not
stack. The temporary hit points fade after an hour.
Horns Uses: 1/day
2d4 damage, double damage on a charge. (Remember, a criti- Feat: +1 use/day, repeatable
cal hit on a charge would be triple damage, not quadruple.) Value: 6
The mutant can make a horn attack in addition to its other
attacks, but all attacks are –2 for the round. Light Slip
Feat: +2 damage on a charge, repeatable The mutant bends light around itself, making itself invisible.
Value: 2 The effect lasts 5 rounds. (Attacking doesn’t make the mutant
turn visible.)
Immunity—Poison/Psychic Uses: 1/day
The mutant is immune to poison or to psychic effects. The Feat: +1 use per day, repeatable
mutant can’t suspend its immunity, even if it wants to. Value: 8
Among other things, this means that a mutant who’s immune
to poison can’t get drunk. Light Warp
Feat: — The mutant warps light around itself, creating an effect
Value: 1 equivalent to blur. The effect lasts 5 rounds.
Uses: 3/day
Keen Ears/Eyes Feat: +1 use per day, repeatable
+20 on Listen/Spot. Value: 4
Feat: —
Value: 1 Lightning Touch
Once per day, the mutant can deliver 6d6 points of electric dam-
Keen Nose age with a touch attack. If the attack misses, the electricity isn’t
Scent, 30 ft. range. expended.
Feat: +5 ft. range Once the attack is used, the capacity to use it again returns to
Value: 1 full in 24 hours. (It actually returns one die at a time, pro-rated

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over 24 hours, so that’s one d6 per 4 hours for the standard The mutant can use the bite as a single or primary attack.
6d6 capacity.) The mutant can voluntarily deal less than full dam- If used as a secondary attack, all attacks are at –2 for the
age to save some of the dice for a later attack. round, and the mutant only gets half its Str bonus on damage
Uses: 6d6/day with the bite (as for an off-hand weapon).
Feat: Additional d6 capacity, repeatable; the mutant can still Feat: DC +1
deal only up to 6d6 damage with a single strike Value: 5
Value: 4
Psychic Double [Psychic]
Low-light Vision As a standard action, the mutant can slip into a trance and
Low-light vision. project itself as a “psychic double.” The effect lasts 10 min-
Feat: — utes. As a double, the mutant is incorporeal, appearing as a
Value: 1 translucent, shimmering “ghost.” It can use its psychic abili-
ties but can’t interact bodily with the environment or other
Overpowering Stench creatures. (It can interact bodily with other incorporeal crea-
When the mutant’s adrenaline kicks in, it can let off a power- tures.)
ful stench. All living creatures within 5 ft. of the mutant Uses: 1/day
suffer –2 on attack rolls and skill checks. Feat: +1 use/day
Feat: — Value: 4
Value: 2
Psychic Healing [Psychic]
Padded Feet As a standard action, cure up to 2d6 damage by touch, up to
+10 Move Silently. 6d6 total per day.
Feat: — Feat: One additional d6 per day capacity, repeatable
Value: 1 Value: 4

Pincers Quills
Two natural weapons deal 1d6 damage each. The mutant can If grappling, the mutant can make a quill attack as a free
make a normal attack with one pincer. If it strikes with the action. The quills deal 1d6 damage + half the mutant’s Str
second pincer, all attacks are at –2 for the round. If both pin- bonus (as with an off-hand weapon). Making this extra attack
cers hit the same target, the mutant “rends” the target for does not incur attack penalties, as with many other natural
additional damage of 2d6 + 1.5 x the mutant’s Strength bonus weapon mutations.
(as if wielding a two-handed weapon). Feat: —
Feat: — Value: 2
Value: 2
Rage
Poison Bite Barbarian rage.
Bite deals 1d6 damage + poison. The poison’s primary and Uses: 1/day
secondary damage is 1d6 Str (01–20 on d%), Dex (21–40), or Feat: +1 round duration
Con (41–100). The primary DC is 13. The secondary DC is 18. Value: 4

RAMON PEREZ

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Regeneration Telekinesis [Psychic]
Reserve points automatically convert to hit points at the rate As a standard action, the mutant can use telekinesis (as the
of 5 per round, at the start of the mutant’s turn. spell at 5th-level casting). Will saves to negate Telekinesis are
Feat: +1 reserve point converts per round, repeatable made with the mutant’s Psychic Attack result as the DC.
Value: 3 Uses: 3/day
Feat: +1 use/day, repeatable; or +2 caster level, repeatable
Resist Radiation Value: 5
Ignore the first 12 points of Con damage from radiation each
day. Damage that is negated does not cause the player to Telepathy [Psychic]
check for possible mutations or defects. The mutant can detect thoughts (as the spell) and project its
If a mutant gets this mutation a second time, it negates the own thoughts (the equivalent of speech) to a range of 60 ft.
first 12 points of Con damage done each hour. A third time, A will save against Telepathy blocks the subject’s mind for 1
each minute. A fourth time, each round. hour. (The telepath can still detect the presence of the
Mutants with this mutation can live in radioactive areas blocked mind, but can read its thoughts or send thoughts to
indefinitely, and often do. it.) Using Telepathy is a standard action.
Feat: +2 points negated, repeatable Uses: 1/round
Value: 1 Feat: +10 ft. range
Value: 3
Scales
+3 natural armor. Tentacles
Feat: — Improved grab with natural weapons. See Monster Manual.
Value: 3 Feat: +1 on grapple checks, repeatable
Value: 1
Shaper
Alter self (similar to the spell) as a free action. It does not Time Slip
affect gear or other objects, only the mutant’s body itself. The mutant can “slip” forward several seconds in time. To those
The new shape does not have a different natural armor rat- left behind, the mutant seems to disappear. Then, two copies of
ing or ability scores, but it can have camouflaged coloring the mutant appear, one from “now” and one from several sec-
(+10 Hide), longer limbs (+10 ft. unencumbered speed), wings onds ago. The two “selves” each act as a duplicate of the original,
(see Wings mutation), gills, a tail (see Tail mutation), or climb- and at the end of the slip’s duration one copy (determined ran-
ing hooks (see Climbing Hooks mutation). domly) disappears “back” to several seconds ago.
Duration: 10 minutes The slip’s duration is up to 5 rounds. The mutant and his
Uses: 1/day equipment disappear for up to 5 rounds (the duration chosen
Feat: +1 use/day when the mutant first slips), then two appear and fight (or what-
Value: 3 ever) for the same number of rounds, and at the end of that
round one of the two selves (along with that self’s equipment)
Sonic Blast disappears.
Deal 1d6 points of sonic damage in a 30-ft. cone. No save The mutant time slips as a free action at any point in its turn.
for half damage. The amount of its turn that it “gives up” on the round that it time
Uses: 1/round slips is how much of a turn it can take when it time slips back in.
Feat: +1 damage, repeatable If the mutant time slips at the start of its turn, for example, it (or
Value: 8 both of it) gets to take a whole turn when it comes back. If it time
slips at the end of its turn, it can’t take a turn when it slips back
Spring Legs and must wait until the following round to act.
+10 ft. base speed, +30 Jump. Time slip is a great way to effectively double the number of
Feat: — grenades you have.
Value: 2 Uses: Special
Feat: +1 round duration
Swimmer Value: 5
Swim speed 5 ft. See swim in the Monster Manual.
Feat: +5 ft. Tougher
Value: 1 +2 hp/HD. (This also increases your reserves.)
Feat: —
Tail Value: 2
+4 Balance, Jump, and Swim checks.
It’s possible that a mutant without this mutation can have Tremorsense
a tail that doesn’t grant these bonuses, a tail too slim or short Tremorsense 30 ft. See Dungeon Master’s Guide.
or fluffy to be used as a counterweight or paddle. Feat: +30 ft.
Feat: — Value: 1
Value: 1

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TABLE 1-4: RANDOM DEFECTS
d% Defect Summary Value
1—4 Distinctive Odor Smells horrible 1
5—6 Reduced Charisma –4 to Charisma 1
7—10 Poor Respiratory System fatigued after 5 rounds of combat, lasts 1 hour 2
11—14 Slow –5 ft. Speed 2
15—16 Reduced Intelligence –4 to Intelligence 2
17—18 Reduced Wisdom –4 to Wisdom 2
19 Sensitivity to Acid Double damage from acid 2
20 Sensitivity to Cold Double damage from cold 2
21 Sensitivity to Electricity Double damage from electricity 2
22 Sensitivity to Fire Double damage from fire 2
23 Sensitivity to Poison Double damage from poison 2
24 Sensitivity to Radiation Double damage from radiation 2
25 Sensitivity to Sonics Double damage from sonics 2
26—29 Heightened Metabolism Needs water after 5 rounds of combat;
–5 saves vs. poison, disease 3
30—33 Stiff Motion Always flat-footed 3
34—35 Terrible Fortitude –10 on Fortitude saving throws 3
36—37 Terrible Reflex –10 on Reflex saving throws 3
38—39 Terrible Will –10 on Will saving throws 3
40—43 Real Slow One “step” slower 4
44—46 Poor Dual Brain 10% chance per melee round that you make a
confused action (as confusion spell) 4
47—49 Frenzy Each round of combat, 10% to go bonkers 6
50—53 Fits 10% chance per melee round 7
54—57 Smaller 1 size category smaller 7
58—59 Reduced Strength –4 to Strength 7
60—63 Partial Action Only Applies in combat, not in daily life 8
64—66 Weapon Incompetent Never proficient with weapons (other than natural ones) 8
67—68 Reduced Dexterity –4 to Dexterity 8
69—72 Fear Response Shaken in combat (or other danger) 9
73—75 Bleeder –1 hit point per round per wound until stopped 9
76—79 Crude Hands –4 with all handheld items (weapons, etc.) and
manipulation (e.g., Disabling Device) 10
80—83 Fragile Double damage from weapons (not energy, etc.) 10
84—86 Terrible Vision Can pinpoint creatures with sight out to 30 ft. 12
87—88 Reduced Constitution –4 to Constitution 15
89—90 No Arms Good afternoon, Mr. Stumpy 20
91—100 Stock Defect See Table 1-2: Mutant Stock Statistics —

Uncanny Dodge
Retain Dex bonus to AC when flat-footed or attacked by an Feat: +1 round/hour (The GM can vary this for very big
invisible attacker, and can’t be flanked, as a 5th-level barbarian. and very little creatures.)
Feat: — Value: 5
Value: 1

Wings Defects
The mutant has wings (in addition to other limbs) and can A character with mutations rolls its defects on Table 1–4:
fly at its normal ground speed for up to 6 rounds per hour. Random Defects. If, after rolling a defect, the total value of your
(The mutant is too heavy to fly as easily as a hollow-boned defects exceeds the total value of your mutations, you can stop
bird.) The wings are rolling for defects. Otherwise, you must roll more defects.
useful for getting to Fine: 12 hours/day
the tops of cliffs or Diminutive: 10 minutes/hour DEFECT RULES
getting a good view Tiny: 3 minutes/hour If penalties on abilities take your ability score to 0 or lower,
of the surroundings, Small: 1 minute/hour remember to use Table 2-5: Monster PCs’ Ability Scores and
but not for travel. Medium-size: 6 rounds/hour Table 2-6: Monster PCs’ Intelligence Ability Scores in the
Bigger and smaller Large: 3 rounds/hour DMG. (Technically, you should use these tables whenever an
mutants have differ- Huge: 2 rounds/hour ability has a –4 penalty or worse, or when Intelligence has
ent flight limits: Gargantuan: 1 round/hour any penalty.) Use the 8–9 column for –2 penalty, 6–7 for –4
Colossal: 1 round/day penalty, 4–5 for a –6 penalty, etc.

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Combat: Many defects trigger during “combat.” These Fragile
defects are triggered by stress, and so combat makes them The mutant’s body and bone structure are faulty. It suffers
surface. Other dangerous, stressful circumstances also double damage from weapon damage. It does not suffer dou-
trigger these defects. ble damage from energy damage, psychic damage, etc.
Value: 10
DEFECT DESCRIPTIONS
Defects are listed in alphabetical order. Frenzy
When in combat, the mutant sometimes gets so worked up
Bleeder that it momentarily forgets who is friend and who is foe.
Each time the mutant suffers damage (but not subdual dam- Every round of combat, the mutant has a 10% chance to
age), it suffers a bleeding wound and loses 1 additional hit attack a random creature instead of acting normally. If the
point per round (like being hit by a weapon of wounding). mutant is in melee, it attacks one of the creatures that it
Bleeding takes place at the start of the mutant’s turn, and all could attack (with or without a 5-ft. step). If the mutant is
the bleeding can be stopped with a single DC 15 Heal check. out of melee, it attacks a random creature that it can hit with
Value: 9 a ranged weapon (if it has a ranged weapon in hand) or
advances on a random creature that it could get to and
Crude Hands attack this round (with a regular move or a charge).
The mutant’s hands are not as articulate as a human’s (or as Don’t give a black ray pistol to a buddy who has this
a normal human’s). It suffers –4 on all attack rolls using defect.
handheld weapons and skill checks that require fine manipu- Value: 6
lation (such as Disable Device).
Value: 10 Heightened Metabolism
The mutant consumes twice as much food, water, and oxy-
Distinctive Odor gen as normal. After 5 rounds of combat or other intense
The mutant’s odor is easier for creatures with Scent to detect physical activity, the mutant must spend a round drinking
and follow. Such creatures can detect the mutant if within 60 water to replenish itself. Until it does so, it’s winded. The
feet. If the mutant is downwind, the range drops to 30 feet. If mutant can “reset” by replenishing early, such as fighting for
the mutant is upwind, the range increases to 120 feet. 3 rounds, replenishing, and then fighting 5 more rounds.
Even creatures without Scent can recognize the mutant’s The mutant also always suffers a –5 penalty on saves
presence and even identify the mutant by scent alone. against disease and poison because its body spreads toxins
Value: 1 and disease organisms throughout its system so quickly.
Value: 3
Fear Response
The mutant’s flight instincts are too strong. In combat or No Arms
other dangerous situations, it is shaken (–2 on attack rolls, The mutant has no arms, or any arms it has are too defec-
weapon damage rolls, and saving throws). tive to function. It can handle things with its feet, but it can’t
Value: 9 wield weapons and such with them. It can make unarmed
attacks normally (kicks). It is adept at maneuvering its body
Fits without arms, and so it suffers only a –2 penalty on skill
The mutant has a 10% chance each round to be overcome by checks that involve arms (such as climbing and swimming). It
involuntary motions and fall to the ground. Doing so keeps can even use its toes (or possibly lips and teeth) to manipu-
the mutant from doing anything else that round, and it draws late small tools, so it can make skill checks that require fine
attacks of opportunity. manipulation (albeit at a –4 penalty).
Value: 7 Value: 20

Partial Action Only


MUTATIONS, DEFECTS, Combat and other dangerous events overexcite the mutant,
AND HOPELESS CHARACTERS making it hesitate. It can only take a partial action on its turn.
If your character has sucky mutations and punishing Value: 8
defects, you might think your character is hopeless and
that you should get to roll over. You can roll over, as Poor Dual Brain
soon as this character is dead and you’re generating a The mutant has a sec- 01–40 Look around, do
new one. So rush to the fore in combat. Even if your ond brain, which is nothing
character is so misbegotten that you never lay a point of defective. Each round 41–60 Wander in a
damage on the enemy, you’ll at least suck up some of combat, there’s a random direction
attacks that would otherwise hurt the characters that 10% chance that the (single move)
count. Pretty soon, you’re on to character number two. second brain (desperate 61–90 Attack a random
It is improper, however, to roll up your next charac- because of the life-and- creature (as with
ter first and use that to help you decide whether to death situation that it’s Frenzy)
kamikaze your current character. in) wrests control of 91–100 Flop onto the ground
the body from the first (as with Fits)

y0026d
brain for that one round. If it does so, roll on this table to Mutations that have damage dice and other dice related to
see what the mutant does. hit points are decreased. Use the damages listed for weapons
Value: 4 of different sizes on Table 1–8: Omega Weapons to determine
how the dice increase. For example, Psychic Healing heals
Poor Respiratory System 2d6 damage. For a Small mutant, it would heal 2d4 damage.
After 5 rounds of combat, the mutant is fatigued for 1 hour. (You can see on Table 1–8 that 2d4 is one step below 2d6.)
If the mutant has been fighting but hasn’t reached 5 rounds It’s harsh to make a mutant’s special powers weaker just
yet, a round spent resting sets the count back one round. because the mutant is smaller. But that way psychic rats
For example, the mutant could fight 3 rounds, rest 2 rounds, don’t deal damage way out of proportion to their size. Plus,
and then fight 4 more rounds. At the end of its turn on that Omega World is all about being harsh.
9th round, the mutant would be fatigued. The mutant is also “one step” slower than normal (like a
Value: 2 character that puts on medium armor).
Value: 7
Real Slow
The mutant is “one step” slower than normal (like a character Base New Encumbered
that gets one size category smaller or puts on medium armor). Speed Speed Speed
Value: 4 20 ft. 15 ft. 10 ft.
30 ft. 20 ft. 15 ft.
Base Speed New Speed 40 ft. 25 ft. 15 ft.
20 ft. 15 ft. 50 ft. 35 ft. 25 ft.
30 ft. 20 ft.
40 ft. 25 ft.
50 ft. 35 ft. Stiff Motion
The mutant’s coordination is jerky. It is always flat-footed.
This means it never gets its Dex bonus to AC, and that it
Reduced ABILITY can’t make attacks of opportunity. (No, you can’t take the
The mutant suffers a –4 penalty to the listed ability. See Combat Reflexes feat, but nice try.)
Tables 2–5 and 2–6 in the Dungeon Master’s Guide (tables (In a campaign in which sneak attacks are common, this
brought to you by people who are serious about math). defect has a higher value.)
Value: Strength 7 Value: 3
Dexterity 8
Constitution 15 Terrible SAVE
Intelligence 2 The mutant suffers a –10 penalty on saves of the listed type.
Wisdom 2 Value: Fortitude 3
Charisma 1 Reflex 3
Will 3
Sensitivity to ATTACK
The mutant suffers double damage from the listed energy Terrible Vision
type, from poison, or from radiation. The mutant can see well enough to pinpoint other creatures
Value: 2 within 30 ft. That is, it knows where those creatures are, but
they are effectively “concealed” to the mutant, so the mutant
Slow suffers a 50% miss chance against them. Beyond 30 ft., the
The mutant’s unencumbered speed is 5 ft. slower than normal. mutant sees light, motion, and possibly texture, but it can’t
Encumbered speed is about 70% of unencumbered speed. pinpoint creatures with sight.
Value: 2 May I be so bold as to recommend that a mutant with this
defect consider the feat Blind-fight, which helps a great deal
Unencumbered Encumbered in melee, if not with ranged attacks? Also, running recklessly
Speed Speed into combat and fiddling with unknown relics couldn’t hurt.
15 ft. 10 ft. Value: 12
25 ft. 15 ft.
35 ft. 25 ft. Weapon Incompetent
45 ft. 30 ft. The mutant’s brain doesn’t “grok” weapons. The mutant is
never proficient with weapons (other than natural weapons)
and thus suffers a –4 on attack rolls with weapons.
Smaller (Grenade-like weapons, however, require no proficiency.)
The mutant is one size category smaller. For a Medium-size Value: 8
creature, apply these bonuses: –4 Strength, +2 Dex, –2 Con,
+1 size modifier (to attack and AC). For other sizes, see
Advancement in the Introduction of the Monster Manual. Use
the table to back-figure the modifications.

d0027y
Explorer
Class TABLE 1-5: THE EXPLORER
All Omega World PCs are explorers. Base Good Middle Bad
Explorers are the versatile, handy, tough Level Attack Save Save Save Special
survivors who can overcome, or at least 1st +0 +2 +1 +0 Bonus Feat
face, the various hazards and horrors of 2nd +1 +3 +1 +0 Bonus Feat
Omega World. 3rd +2 +3 +2 +1 Bonus Feat
4th +3 +4 +2 +1 Bonus Feat
GAME RULE INFORMATION 5th +3 +4 +3 +1 Bonus Feat
Explorers have the following game 6th +4 +5 +3 +2 Bonus Feat
mechanics. 7th +5 +5 +3 +2 Bonus Feat
Abilities: Explorers can make use of 8th +6/+1 +6 +4 +2 Bonus Feat
good scores in any abilities. 9th +6/+1 +6 +4 +3 Bonus Feat
Alignment: Characters in Omega 10th +7/+2 +7 +5 +3 Bonus Feat
World have personalities, motivations, If you manage to get past 10th level without your leg getting chewed off by a giant
hopes, and fears, not alignments. ladybug, you can do the math.
Hit Dice: d10

CLASS SKILLS Omega characters have to be adaptable. As with feats (see


Select any 8 skills as class skills. Skills common among below), you can hold your current level’s skill points undefined.
explorers include Climb, Diplomacy, Handle Animal, Heal, Instead of applying them immediately on gaining a new level,
Hide, Listen, Move Silently, Psychic Attack (if the character you can wait until later. You can only define skill points
has a psychic attack mutation), Ride, Search, Spot, Swim, between adventures. (You can’t apply them to Swim after
Tumble, and Wilderness Lore. you’ve fallen into a raging river.) You have to define them
A pure-strain human may take a Tech skill as a class skill. before going up the next level. If you gain enough XP to go up
Mutant PCs can buy ranks in the skill, but it’s always a cross- a level while you have skill points undefined, you have to define
class skill for them. them before making any level-up changes to your character.
An explorer may spend 2 skill points to be able to speak Your character can start with its current level’s skill
“the Ancient tongue,” and another 2 points to be able to read points undefined.
it. (You can spend 2 points to be able to read and write
whatever bastard tongue you speak, but hardly anyone ever PSYCHIC ATTACK (CHA)
writes anything in it.) A mutant with some form of psychic attack uses this skill to
overcome another creature’s resistance.
Skill Points at 1st Level: (4 + Int) x 4 Check: When you make a psychic attack, make a Psychic
Skill Points at Each Additional Level: 4 + Int mod Attack check. That’s the DC for the defender’s saving throw.
No, it isn’t any fair to have a skill check (which can go
CLASS FEATURES +1 level) opposed by a Will save (which goes up at best +1
All of the following are the class features of the explorer. per 2 levels). But if psychic attacks are supposed to remain
Weapon and Armor Proficiencies: Explorers are proficient viable in a world with torc rifles, they can’t be fair.
with melee weapons and crossbows (see Table 1–8: Omega Since you can use this skill untrained, a mutant without
Weapons). Explorers are not proficient with bows by default this skill sets the DC of its psychic attacks with a Cha check.
because crossbows are more common among civilized Retry: Every time you make a psychic attack, you roll
groups. (You can take proficiency with a bow as a feat.) your check again.
Explorers are proficient with light
armor.
Saving Throws: Each explorer has TABLE 1-6: BEGINNING SKILL POINTS
one good saving throw, one middle Hit Base Int Minimum
saving throw, and one bad saving Stock Dice Skill Points Mod Skill Points
throw, chosen at character creation. Clicky, 2 20 x5 5
Bonus Feats: At each level, an Hairy,
explorer gains a bonus feat, which may Scaly
be any feat. This is in addition to the Mutated 3 24 x6 6
feats a character gets by virtue of race Human
or of character level. Pure Strain 4 35* x7 7
Human
Skills * includes the extra 7 human bonus points
Omega World has two new skills: Tech
(working with relics) and Psychic Attack Base Skill Points: The base number of starting skill points, not modified by Int.
(for mutants with psychic attacks). Int Mod: Multiply Int mod by this factor to get additional skill points.
Minimum Skill Points: Even if you’re really stupid, you start with this many skill points.

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TECH (INT; TRAINED ONLY) Prerequisite: Armor Proficiency (light), Armor Proficiency
Use tech skills to identify and repair broken relics. (medium).
Like the Knowledge skill, Tech actually encompasses a Benefit: See Armor Proficiency (light) in the PH.
number of unrelated skills. Tech represents the study of and Normal: See Armor Proficiency (light) in the PH. Plus, the
familiarity with some aspect of advanced engineering or character does not get the bonuses to skill checks, ability
jury-rigging. There are four Tech skill types: checks, or abilities that the armor may provide.
• Bang: Explosives, gunpowder weapons, internal combus-
tion engines, etc. Multishot [General]
• Hard: Metals, alloys, structures, vehicles, armor, etc. You can use the autofire option on relic weapons with
• Med: Medicine, surgery, medical relics, etc. exceptional accuracy.
• Zap: Energy weapons, beams, force fields, etc. Prerequisites: Point Blank Shot, Rapid Fire, Dex 13+.
When using the autofire option on a relic weapon, reduce
Check: Getting a busted the penalty for each attack to –2 (for multifire) or –4 (for
relic working requires a Status DC autofire). See Chapter 2: Combat.
check against a DC that Perfect 1d10+15
depends on the status of Good 1d10+20
the relic. It also requires a Bad 1d10*+25
set of tools suited to the Broken no
skill (see Gear).

*If the d10 comes up odd, add that number and roll
again. Repeat if you roll odds multiple times.
Retry: Yes.
Special: Among PC stocks, only a pure-strain
human can take Tech as a class skill.

Feats
All standard feats are allowed, except the ones that
don’t make any sense in Omega World. Some feats
you’ll find in supplemental sourcebooks are also
probably OK, just ask the GM. Special feats for
Omega World are described below.

UNDEFINED FEATS
Omega characters need to be adaptable to survive.
Therefore, you may hold your current level’s feats
undefined, and define them at any point before you
next advance a level. That way, for example, if you
find a Mark V blaster pistol you can define your
feat as “Relic Weapon Group Proficiency (Relic
Ranged Weapons)” right away instead of waiting
until you level up and get another feat.
You can only define an undefined feat between
adventures. (You can’t define your undefined feat as
Lightning Reflexes just before making a saving
throw against a grenade’s explosion.)
If you gain a new level before defining any unde-
fined feats, you must define those feats immediately.
You must use the scores you have at your current
level as prerequisites rather than the scores you’ll
gain at your new level. For example, if you have 12
Strength, you can’t hold your 7th-level feat unde-
fined until you reach 8th level, increase your
Strength to 13, and then define Cleave as your 7th-
level feat. (But I don’t blame you for thinking of it.)
RAMON PEREZ
FEAT DESCRIPTIONS
Feats are listed in alphabetical order.

Armor Proficiency (powered)


You can use powered armor efficiently.

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Relic Weapon Group REGULAR GEAR Riding Mount: A Medium-size
Proficiency [General] A beginning character starts with 8 of explorer with a riding mount has a
You are proficient with one of the fol- the following items: hopper, a Large mutated rabbit (see
lowing groups of weapons: Chapter 5: Encounters). A Small
• Relic Ranged Weapons (guns) Good Weapon (plus 20 projec- explorer with a riding mount has a
• Relic Melee Weapons tiles, if a projectile weapon), see giant beetle. Use the MM scores for the
(vibro blades, etc.) Table 1–8: Omega Weapons bombardier beetle, except that the giant
• Relic Heavy Weapons (big guns) Set of armor, see Table 1-9: beetle does not spray acid.
Benefit: You make attacks normally Omega Armor Trade Goods: Portable, valuable
with those weapons. Shield (small or large), see Table goods, worth about as much as a riding
Normal: You suffer –4 on attack rolls 1-9: Omega Armor mount or a hybrid weapon. Player’s
with relic weapons. No proficiency is 50 projectiles (arrows, etc.) choice as to what they are, but they
needed, however, with grenades or with Camping gear could be spices, special fabrics, or
weapons that don’t require attack rolls. A weeks’ provisions relics (everyday items). As has been
Special: You can take this feat multi- Set of Tools (for a Tech skill, true in most of human history, addic-
ple times, each time for a different relic such as Tech [zap]) tive, mood enhancing drugs are popular
weapon group. Climbing gear (rope, pick-axe, trade goods (mostly coffee, tea, alcohol,
pitons, harness, etc.) and tobacco).
Superior Mutation [General] First aid kit (healer’s kit from the
Your mutation is better than average. Player’s Handbook)
Prerequisite: A mutation that gets
better when feats are applied to it. TABLE 1-7: RANDOM
Benefit: See the mutation in question. RANDOM SPECIAL GEAR SPECIAL GEAR
Special: Most mutations allow you to DESCRIPTIONS d% Special Gear
take the Superior Mutation feat multiple Battle Mount: A Medium-size 01–30 Hybrid Weapon
times. explorer with a battle mount has a 31–60 Trade Goods
podog, a Large mutated dog. A Small 61–75 Riding Mount*
Gear explorer with a battle mount has a 76–80 Battle Mount*
A beginning character gets 8 pieces of giant lizard (see Monster Manual) that’s 81–100 Random Working
regular gear plus 1 random special gear. trained as a battle mount. Relic (random
Pure strain humans get an extra 2 Hybrid Weapon: A hybrid weapon working status)
pieces of random special gear. Roll of the player’s choice See Table 1-8.
twice on Table 1-7: Random Special Random Working Relic: Roll for sta- *If the explorer is Large, instead of
Gear to determine special gear. tus on Table 4–1: Random Relic Status a mount it has a hybrid weapon
and type on Table 4–2: Random Relics. (01–50) or trade goods (51–100).

RAMON PEREZ

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TABLE 1-8: OMEGA WEAPONS
Melee Weapon
Size Primitive Good Hybrid Weight
Tiny 1d3, 20/x2 1d4, 20/x2 1d6, 19–20/x2 1 lb.
Small 1d4, 20/x2 1d6, 20/x2 2d4, 19–20/x2 2 lb.
Medium-size 1d6, 20/x2 2d4, 20/x2 2d6, 19–20/x2 4 lb.
Large 2d4, 20/x2 2d6, 20/x2 3d6, 19–20/x2 8 lb.
Huge 2d6, 20/x2 3d6, 20/x2 4d6, 19–20/x2 16 lb.

Thrown Weapon
Size Primitive Good Hybrid Weight
Tiny 1d2, 20/x2 1d3, 20/x2 1d4, 19–20/x2 1 lb.
Small 1d3, 20/x2 1d4, 20/x2 1d6, 19–20/x2 2 lb.
Medium-size 1d4, 20/x2 1d6, 20/x2 2d4, 19–20/x2 4 lb.
Large 1d6, 20/x2 2d4, 20/x2 2d6, 19–20/x2 8 lb.
Huge 2d4, 20/x2 2d6, 20/x2 3d6, 19–20/x2 16 lb.

Bow* or Crossbow
Size Primitive Good Hybrid Weight
Tiny 1d2, 20/x2 1d3, 20/x2 1d4, 19–20/x2 1/2 or 1 lb.
Small 1d3, 20/x2 1d4, 20/x2 1d6, 19–20/x2 1 or 2 lb.
Medium-size 1d4, 20/x2 1d6, 20/x2 2d4, 19–20/x2 2 or 4 lb.
Large 1d6, 20/x2 2d4, 20/x2 2d6, 19–20/x2 4 or 8 lb.
Huge 2d4, 20/x2 2d6, 20/x2 3d6, 19–20/x2 8 or 16 lb.

*Explorers are not proficient with bows as a class feature. You need a feat to use one proficiently.

Melee Weapons: Axes, spears, swords, clubs, etc.


Primitive: Clubs, throwing rocks, wooden spears, etc. Hand-made from raw materials. Savages have primi-
tive weapons, and explorers can easily fashion primitive melee weapons and throwing weapons from sticks
and stones.
Good: Competently built weapons, often with metal parts scavenged from ancient sites. Or ancient items
used opportunistically as weapons, such as tire irons and parking meters. Explorers start with good
weapons.
Hybrid: Expertly built weapons using Ancient materials. It’s not necessarily a relic weapon. Usually it’s a
weapon built using relic materials.

TABLE 1-9: OMEGA ARMOR


Armor Bonus Max Dex Check Weight
Cloth (= padded) +1 +8 0 10 lb.
Leather +2 +6 0 15 lb.
Half-metal (= studded) +3 +5 –1 20 lb.
Metal* (= scale) +4 +3 –4 30 lb.
Small shield (wooden) +1 — –1 5 lb.
Large shield (wooden) +2 — –2 10 lb.
*Metal armor is medium armor. An explorer needs the Armor Proficiency (medium) feat to use it effectively,
and it slows movement speed.

Metal Armor: The only metal armor commonly available is the equivalent of scale. Practically nobody makes
other kinds of metal armor because practically no communities have the resources needed. Communities are
more likely to thrive by exploiting ancient relics than by putting together the capital and expertise necessary to
create sophisticated, medieval-style armor. Relic armor is therefore more common than chainmail or plate armor.

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Jonathan Tweet’s

ANTHONY WATERS
GAME DESIGN: JONATHAN TWEET
EDITING: ERIK MONA
ART DIRECTION/GRAPHIC DESIGN: KYLE HUNTER
LOGO DESIGN: SEAN GLENN
COVER: PUDDNHEAD
INTERIOR ART: JOACHIM BARRUM, JEFF CARLISLE, TOM FOWLER, MIKAEL NOGUCHI, RAMON PEREZ, ANTHONY WATERS
PLAYTESTING: JODY ANDERSON, RON BUTTON, DONALD CLARK, ROB DALTON, SEAN DAWSON, DUSTIN GROSS, ROB HEINSOO,
PAUL HUGHES, MARK JESSUP, WARREN "DARK WOLF" JOHNSTON, ROB LIGHTNER, LARRY MANN, GREG OKUBO, MIKE WHITE

Table
of Contents
CHAPTER 1: CHARACTERS 16
CHAPTER 2: COMBAT
& FREE-FORM XP 32
CHAPTER 3: RELICS 36
CHAPTER 4: ENCOUNTERS 42
CHAPTER 5: CAMPAIGNS 54

This POLYHEDRON d20 System Mini-Game requires the Dungeons & Dragons Player’s Handbook, Dungeon Master’s
Guide, and Monster Manual to play. POLYHEDRON Mini-Games adapt the standard D&D rules and conventions to
nonstandard settings and genres. Unless specifically noted in the text, this Mini-Game follows the core D&D rules.
If you know how to play Dungeons & Dragons, you’ll pick up the rules of this game in moments.
Omega World utilizes game mechanics developed for the new Dungeons & Dragons game by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, and Peter Adkison and is based on the original Gamma World
Roleplaying Game by Jim Ward and Gary Jaquet (with additional material in later years by David James Ritchie
and others). This Wizards of the Coast game contains no Open Game Content.

Based on the original Dungeons & Dragons game by Gary Gygax and Dave Arneson.

Dungeons & Dragons, D&D, and Dungeon Master are registered trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. POLYHEDRON and
the d20 System logo are trademarks owned by Wizards of the Coast, Inc. No portion of this work may be reproduced in any form without written permission
from the publisher.

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If your little band of explor-
ers can survive the toxic
swamps and radioactive winds,
you will reach the fabled
lands beyond the waste-
lands. Based on stories
you've heard from other
explorers, you know
you could find
radioactive
ruins from
before the
Bomb, mutant
cannibal
tribes, homici-
dal robots, and
nightmarish
predators. If
you can also
find some
relics mighty
weapons and
tools of the
Ancients great
power can be
yours.
PUDDNHEAD

Jump in dkylrhunterqs
the Fire
You come from a settlement of a few hundred souls—
mutated humans, pure strain humans, and mutated animals. Age, unworthy of peace, who destroyed their own planet and
Somewhere in a pocket of fertile ground, surrounded by left ash and slag for the freaks and the robots to fight over?
toxic and radioactive wastelands, your people scrape Many say they know the answers, but few agree on what
together a life. You hide from the deathbots, trade with they are.
nomadic mutants, and tend modest crops. What they can agree on is the present, a world of mutants,
The elders have told you stories about the Golden Age, poisons, and rampaging machines. Into this world you have
when people—called the Ancients—didn’t have to work been born. Now is the time for you to make your place in it.
because the machines were their slaves and did all the work Somewhere, on the other side of the wastelands, are ruins
for them. All the people had plenty of food. They had boats where mighty relics lie. These weapons of the Ancients can
that flew and took them to the stars. They even had special make you a warlord, a conqueror, or a hero, if you can find
machines to pick the fleas and ticks off themselves, so them and use them. Roaming across the land are tribes of
nobody ever itched, or so the stories go. But then the savages. They’ll eat you if they can, but they may fear and
Golden Age ended in fire hotter than fire. serve you if you are strong. Here and there are other settle-
The machines started the war, wayward creations that ments of decent folk who may welcome you if you bring
rose up against their creators, rebels who destroyed those news and goods to trade. And somewhere are the mortal
who had given them minds and electronic life. enemies of all sentient life, which you must defeat, if you can
Or maybe the beasts started it, animals that science had only figure out who they are.
given human-like forms, human-like minds, and human-like
hatreds. Omega World Summary
Others say it was the cryptic alliances, shadowy societies Omega World is a high-action d20 System RPG in a world
shrouded in secret and bent on controlling the world. devastated by global warfare and overrun by mutants. It fea-
Then again, it could have been the androids, perfect peo- tures weird powers, strange monsters, insane NPCs, and big
ple seeking to erase those who were less than perfect. guns. It’s “high flux,” with the promise of great rewards and
Or was it just people, humans unworthy of the Golden the constant threat of pointless demise.

y0014d
Omega World is meant to offer a different roleplaying MUTATIONS AND DEFECTS
experience than that presented in the core Dungeons & Most characters (and monsters) have mutations and defects.
Dragons game. It's more random and less balanced. It's These are the chief way that PCs are differentiated from
meant to be a lot of fun to play for a little while, but it's not each other, and you get them randomly.
designed to hold up as an indefinitely long campaign. Still, it
is designed to have lots of good and bad things happen to STARTING LEVEL
the PCs in even a few sessions. PCs start at 4th level so that they are powerful enough to
On another level, Omega World is a lot like D&D. The PC fight cool monsters right out of the gate. Most PCs, however,
party treks through the wilderness and explores ruins, fight- are mutants, with an effective level 1 or 2 levels higher than
ing monsters and looking for treasure. You can have fun, at actual level. They start out at 2nd or 3rd level but are
least for a while, just by following the fight-loot-repeat cycle. treated as 4th-level characters in terms of XP.
If you know how to set up a D&D adventure, you can create
an Omega World adventure, too. EXPLORER CLASS
Omega World PCs advance quickly, gaining XP and relics All PCs are the same class—explorer. The explorer is sort of
to make them more powerful. But they also die at a relatively a souped-up expert. It has no unique class features because
high rate. Rolling up your next character, however, is fun Omega World is about your mutations and your guns, not
and fast, so don’t worry too much about the high kill rate. about your class.
Omega World PCs aren’t terribly balanced. You can get
lucky and have good mutations that work together, and you RESERVES
can get unlucky and wind up with no mutations to get Since there’s precious little healing in Omega World (and a
excited about. For a short campaign with a high death rate, fair bit of damage), the rules introduce “reserves.” Reserves
this imbalance is part of the fun. are your character’s ability to recover quickly from wounds.
The science in Omega World sucks. This is a game about
big, crazy powers and big, crazy guns, not about genetics TREASURE AND WEALTH
or physics. Finding treasure is a big part of Omega World, but treasure
doesn’t have a standard price or value. There’s no stable eco-
How is it Different? nomic system in which prices can attach to goods. PCs will
Omega World rules vary in several basic ways from stan- have to barter if they want to exchange goods with NPCs.
dard d20.

ANTHONY WATERS

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